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#90 Destroyer Droid, Defense Droid
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Entry: 24 September 1999


The Unofficial Jedi's Guide to the YJCCG Galaxy.

Compiled by jinnandtonic, September 1999.

Thoughts? You like this? You hate this? Email me!

The Unofficial Jedi's Guide to the YJCCG Galaxy is THE card strategy reference for Decipher's Young Jedi CCG. Starting with the first expansion, 'The Menace of Darth Maul', each individual card will be discussed until it can be discussed no further. Nevertheless, if I have missed something, email me at jinnandtonic@yahoo.com.au, and I will update it accordingly.



jinnandtonic's Grades:

Economy: C+
Destroyer Droid / Defense Droid is pretty uneconomical for a non-unique card. Deploying for 3, it has a Power of 3 and a total of Power +3 in location bonuses on Tatooine. Fairly reasonable, but this character also has an ugly Destiny of 2, which is very high for a character with Power of only 3. A Damage of 2 is okay-ish, but the dinner is done already., and this card is probably the worst Dark droid in the Menace of Darth Maul expansion.

Decipher: A-
Apart from the somewhat frenzied location bonusing (especially since this is a *defense* droid), nothing really wrong here. The image is fine, and the Power, Destiny, and Deploy do not seem overtly *wrong*. I don't understand Decipher's shunning of the term 'droideka', but I suppose I can live with it.

Overall Usefulness: B
The Destroyer Droid / Defense Droid is not as useful as its Wheel Droid counterpart, but is still fairly useful. You won't find many other non-unique characters with a decent base Power, and this card is certainly key in a Destroyer Droid theme deck. But there are some useful alternatives to this card in your ordinary Dark deck, which also have a more favorable Destiny (e.g. Watto / Slave Owner and Sebulba / Bad Tempered Dug, or Battle Droids). It really depends on what you require in your deck, and if you can afford those slightly superior unique characters.

FLAVOR TEXT: "They have shield generators!" -- Obi-Wan Kenobi

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CARD FACTS:
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COMMON, BLUE-DOT, NON-STACKABLE

Deploy: 3

Power: 3

Destiny: 2

Damage: 2

Power Bonuses:

Tatooine/Mos Espa: +1
Tatooine/Desert Landing Site: +1
Tatooine/Podrace Arena: +1

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SPECIFIC INTERACTING CARDS:
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Some information below has been included in a previous entry...

Multi Troop Transport
[#115, Menace of Darth Maul, Uncommon, Orange-Dot]
I am not sure I quite understand the logic behind this weapon card, but never mind. Multi Troop Transport gives Power +2 and a Destiny ? draw to any destroyer droid in battle, or a Destiny ? draw to any Battle Droid in battle. Not bad, but the Destiny of 1 makes it tricky to put in your deck without dragging it into the gutter.

Begin Landing Your Troops
[#122, Menace of Darth Maul, Common, Yellow-Dot)
This Battle card allows any two non-unique Destroyer Droid to fight together in battle, giving them a Power bonus of +1 as well. In any deck with a stack of Destroyer Droids, this card is key. Avoid those high Damage rankings altogether by grouping your droids and hammering Jedi.

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IN BRIEF:
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Destroyer Droid / Defense Droid is an okay card that you probably won't want to use unless you are building a specific kind of deck. Looking at the blue-dot category, we have Watto / Slave Owner, Sebulba / Bad Tempered Dug, Jabba the Hutt / Vile Crime Lord and a fistful of Battle Droids as well. Seriously, you will probably be better off with any of those cards then Destroyer Droid / Defense Droid, *unless* you are going to build a deck around it. And by that I mean a Destroyer Droid theme deck, with weapon and Battle card support. Oh....I just happen to have one right here!

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GENERAL PLAY TIPS:
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* Droids of Destruction Deck? Some questionable alliteration, but sounds good to me. For red, settle for a 5-5 or 6-4 split between Destroyer Droid / Wheel Droids and Destroyer Droid Squad / Security Divisions, depending on your preference of what cards you have. Just use a full complement of Wheel Droids if you have to, though. Blue is easily dealt with, with 10 copies of Destroyer Droid / Defense Droid an absolute must, although green is something of a problem. Stick with Battle Droids, taking multiples of the one which will give you the most location bonuses at the Tatooine site you plan to use (e.g. Battle Droid: Infantry / AAT Division for Tatooine/Desert Landing Site). I would settle for 7-8 copies of Blaster Rifle for the weapons category, along with a few Multi-Troop Transports. Battle cards should be made up primarily of Begin Landing Your Troops (3-5) and Opee Sea Killer (2-4), with one or two of In Complete Control if you feel the need. One DoDD complete.

* In a deck such as that above, you should have a high turnover rate of cards (most of them are cheap to deploy). Make sure you deploy as often as you can (even weapons) because chances are that your opponent will not be able to keep up in terms of Power on the table. A couple of bad draws for your opponent and they will fall behind, so deploy relentlessly, and keep getting those weapons/Battle cards in hand.

* Destroyer Droid / Defense Droid + Destroyer Droid / Defense Droid + Multi Troop Transport + Begin Landing Your Troops + Destiny = 6 on Tatooine = 17 Power. Very nice indeed, and possibly the key combination in a Destroyer Droid deck for extinguishing those armed Jedi once and for all.

* Style Tip: Destroyer Droids have a certain grudge holding over from the film. So your to-do list is: kill Qui-Gon, kill Obi-Wan, kill Amidala, kill Panaka. Kill Anakin too.

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ADDITIONS:
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Up to you. Think of anything else cool about his card, or combos that you have used to great effect? What about a particular game in which this card made you win? Send anything like that to jinnandtonic@yahoo.com.au and I'll add it here. What other varieties of droidekas are there to be come? Only Decipher knows for sure, though they probably won't be called *droidekas*.


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