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     -- W. Somerset Maugham


Plo Koon

2 Arc Troopers


Plo Koon by ~Oswald--Cobblepot on deviantART



 

The Star Wars Minis Clone Strike set ultimately gave inspiration to a lot of decks. This was one of them and it still gets a good amount of play.

PLO KOON
by Fooyong Foo & Geektopia

Plo Koon
16 HP
Melee
22 cards
Blue Deck

2 Arc Troopers
5 HP Each
Blaster
9 cards
Strong+ Ranged Minor deck

Plo Koon – 12 Talent Cards

4x ROUGH JUSTICE
A7. For every point defended, Plo discards a card at random, up to 4.  For each card discarded, draw a card or draw until you have 4 cards.

2x FORM V
A5. If Plo does damage with this attack, the player controlling the defending character cannot draw cards on his/her next turn.

2x STORM
Plo does 2 damage to all adjacent characters.  All affected character sets lose an action on their next turn.

2x ELECTRIC JUDGMENT
Do 3 damage to any character on the board.  If character is adjacent, he loses an action on his next turn.

2x FROZEN LAKE
Move Plo Koon up to 6 spaces, ignoring terrain but not opponents.  If Plo does not pass through otherwise impassable terrain, this card does not count as an action.

Themes: Direct damage, loss of action, changing hand
Path to Victory: STORM and ELECTRIC JUDGMENT early, ROUGH JUSTICE late
Strengths: High attacks, direct damage, action-denial, strong minors
Weaknesses: His hand changes randomly, mediocre defense
Strategy: Be aggressive, control the game
Test Level: High
Tier: 2

Inspiration:  Plo Koon’s aggressive ways seemed to lend themselves to an Epic Duels deck. Koon, unlike other, more thoughtful Jedi, would spend little time determining who was right and wrong in a dispute. Instead he’d rely on his instincts and jump immediately into the fray. His flirtations with the dark side, including his controversial study of force lightning, further suggested a very cool deck.

Playing Plo: Plo has strong cards but RJ forces his hand to change unpredictably. The good news is that even if you lose good cards, you’re likely to get good cards in return. The drawback is that you can’t just stockpile your best cards, you have to play them aggressively. It’s better if you can save RJ or later in the game and use STORM and EJ early. When used together, these cards allow Plo to move aggressively into enemy territory and exert surprising control over the game, and do enough damage to set him up to finish with RJ. Your best defense is forcing action loss.

Playing against: Plo has WHIRLWIND-type of abilities with STORM so be careful about bunching up. You can play a stockpiling game better than Plo can, so that might be your best strategy. Plo has a hard time getting a complete game out of the ARC Troopers, so consider concentrating on him and leaving the ARCs alone. Plo’s defense is just ok, he’ll go down if you stay on him.

 

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