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Diet Super Falcon Uprising

    Deck ID: 10087

    Author: Andy "RexBanner7" Klema

    Title: Diet Super Falcon Uprising

    Side: Light

    Date Published: 2000-09-01

    Description:
    This deck uses the cool new Endor start to set up the Diet Super Falcon (Niem Numb and General Calrissian on Gold 1), and then just beats your opponent around.

    Rating:
    4.0

    Cards:

    'Starting 7
    Local Uprising
    Endor
    Farm
    Heading for the Medical Frigate
    Menace Fades
    Squadron Assignments
    Strike Planning

    Locations 9
    Dagobah Yoda's Hut
    Endor Chief Chirpa's Hut
    Home One War Room
    Hoth Echo Command Center
    Kessel x2
    Rendezvous Point
    Swamp
    Yavin 4 Massassi War Room

    Starships 4
    Gold Squadron 1
    Home One
    Independence
    Spiral

    Creatures 2
    Nudj x2

    Characters 19
    Boushh
    Chewbacca
    Colonel Cracken
    General Calrissian
    Han with Gun x2
    Leia with Gun x2
    Lieutenan Blount
    Luke with Stick x2
    Master Luke
    Nien Numb
    Obi-Wan Kenobi
    Obi-Wan with Stick x2
    Orrimaarko
    Tawss Khaa
    Tycho Celchu

    Effects 4
    Bacta Tank
    Battle Plan
    Honor of the Jedi
    Legendary Starfighter

    Interrupts 15
    Grimtaash
    Nabrun Leids x2
    Out of Commission x2
    Punch It x2
    Quite a Mercenary
    Shocking Information x2
    The Signal
    Throw Me Another Charge
    Tunnel Vision x3

    '

    Strategy: '

    Well, this deck is a speed deck. That's why I start Squadron Assignments. If you want, you can have a first turn Falcon almost anywhere. Pull General Calrissian using Strike Planning and us Squassin to pull his ship. With Punch It and the Spiral to back it up, the Diet Super Falcon doesn't go down Sure it doesn't get as many destiny draws as the original Super Falcon, but it does free up Han and Leia to fight on the ground, and that's where I'd rather have them. The Kessels and Legendary Starfighter are there to capitalize on the effectiveness of the Falcon. The rest of your locations are 2/0 force choke sites to give you activation without giving any to your opponent. The characters are your standard mains with some interesting support characters thrown in. Namely Blount, Cracken, and Tychu. Why play them? Because they are spies and pilots. They can go anywhere if they are on the Falcon. They can get you into places that you shouldn't on the ground. Want to beat the crap out of the scrub abusing Mobilization Points? Do it with them. They are key players in this deck. The starships are standard fare. Not that many are in here, because not that many are needed to hold a system. The effects are standard, but the interrupts may be weird to some. Out of Commission? Throw Me Another Charge? Why? Well, they're really high destinies. Track some nice destinies for the Diet Super Falcon or a mains beatdown. But just as importantly, they can be grabber bait. If you really want to start Nabruning around, play one of these cards. Odds are your opponent won't want you putting a high destiny card back in your deck, so he uses his grabber. Now you are free to Nabrun. I suppose that's all I have to tell you. You all know how decks match-up, so I won't go into that. Just enjoy the deck.'

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