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Lumiya

Page history last edited by umondy 3 years, 10 months ago

Lumiya

Born Shira Elan Colla Brie, the eventual Dark Lady of the Sith began her Dark Side training early, at the hands of Darth Vader. Like her former master, Lumiya is mostly cybernetic parts. Unlike Vader, Lumiya is a calculating, reserved strategist capable of powerful - but draining - Force Illusions. For more on Lumiya, go here.

 

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Comments (5)

Raistlin said

at 7:49 am on Aug 22, 2009

About Rich Pizor's Lumiya, Shadow Lady of the Sith: I found this deck really original and well done. I like the Force Phantoms idea and how they interact with Lumiya.

Note about my personal tweaks on customs: I did some minor tweaks to the deck. Lumiya is 19 HP; only the controller of the character affected by 'Force Phantom Mynoks' may discard 2 cards to stand his figure up; 'Cybernetic Energy Blast' is in 2x; 'Lightwhip Mastery' is in 3x and has A4.

umondy said

at 3:26 pm on Mar 16, 2019

Honestly love this deck. Just found out the link is dead! So luckily I could restore it! :)

umondy said

at 2:49 am on Apr 21, 2019

After playing Lumiya several times now I have to say I should have used Raistlins changes. They make total sense. Anyhow I would say the deck is too powerful. Usually the opponent doesn't stand a chance against all the Phantoms and Lumiya just barely gets involved. Most times only for the final kill. She is very frustrating to play against and a NPE for most opponents. A first step to correct this probably will be to reduce the number of Phantoms to 4. Mayvßbe it is also neccessary to change DOPPELGAENGER to where the Phantoms only can be placed adjacent to her instead of anywhere as I am usually able to freeze any opponent with to of those cards played in succession.

2πr said

at 2:17 am on Aug 26, 2019

In fairness I haven't played ED in a good decade, but it's interesting to note that the original version of this deck did require that Phantoms be generated adjacent to Lumiya, and that was too weak - she could effectively use them to shield herself from ranged attack, but unless she was already engaged with the enemy it was too easy to take them out before they got to their targets. I briefly toyed with requiring them to be within 2 spaces of her or limiting the number that could be generated to 1 per turn, but in testing those both seemed to bog down gameplay to a greater degree than they fixed any observed problems.

Roman F said

at 10:39 am on Aug 26, 2019

umondy why don't you just update it as you see fit?

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