DeckTech.net
Home
 Card Games?
About DeckTech
FAQ
DPC
Star Wars CCG
Home
  About the Game
Decks
Tournament Reports
CCGs
MagiNation Duel
Lord of the Rings Card Game
Star Wars Customizable Card Game
Star Wars Trading Card Game
Star Trek Customizable Card Game
 
My Third Profit

    Deck ID: 10432

    Author: Andy "RexBanner7" Klema

    Title: My Third Profit

    Side: Light

    Date Published: 2000-09-15

    Description:
    I swear, this is at least the third Profit deck I’ve posted But they aren’t revisions, they’re completely different decks, so enjoy this Running Profit.

    Rating:
    4.0

    Cards:

    'Starting 8
    You Can Profit...
    Han Solo
    Jabba’s Palace Audience Chamber
    Tatooine Jabba’s Palace
    Heading for the Medical Frigate
    Wise Advice
    Do Or Do Not
    Your Insight Serves You Well

    Locations 6
    Dagobah Yoda’s Hut
    Home One War Room
    Hoth Echo War Room
    Tatooine Cantina x2
    Tatooine Mos Eisley

    Starships 5
    Home One
    Independence
    Lando in Millenium Falcon
    Spiral
    Tantive IV

    Characters 13
    Ben Kenobi x3
    Boushh
    Chewbacca
    Han with Gun
    Leia with Gun
    Luke with Saber
    M@#$%a Luke x2
    Obi-Wan Kenobi
    Orrimaarko
    Tawss Khaa

    Effects 7
    Bacta Tank
    Disarmed
    Honor of the Jedi
    Mechanical Failure
    Order to Engage
    What’re You Tryin To Push On Us x2

    Interrupts 18
    Clash of Sabers
    Fallen Portal
    Gift of the Mentor
    Grimtaash
    It’s A Trap x2
    Nabrun Leids x2
    Narrow Escape x2
    Quite A Mercenary
    Rebel Barrier x2
    Skywalkers
    Sorry About the Mess
    The Signal x2
    Weapon Levitation

    Weapons 3
    Anakin’s Lightsaber
    Obi-Wan’s Lightsaber x2 '

    Strategy: '

    Ahh Profit. It really is a fun deck to play, no matter how many people complain about it being all the LS can play (which just isn’t true). Anyway, this is your standard Running Profit, built to run like hell, fight when it wants to, and flip mad fast for m@#$% amounts of damage. A first turn flip is usually possible, preferably with Ben, or anyone else with evasion cards in hand (Narrow Escape, Barrier, It’s A Trap, Fallen Portal, etc). Your Insight should be used to ditch in case of Visage or Your Destiny, or can be ditched just to retrieve an extra card when you flip. The other starting effects are obvious. Do Or Do Not + Wise Advice + 2 Grabbers = I don’t worry about SAC. Yes, there is a lot to be Sensed or Altered. But when they go back in my deck, my opponent loses the card + 2 force, or gets grabbed to make them pay extra force, I don’t worry. The ships are the standard for holding any system. If you need to stall a Rumors deck for a few turns, you’ve got the ships. If you need to hold a system for Battle Order, you’ve got the ships. One quick note, do NOT deploy lightly in space against a TIE deck. They will beat on you. Deploy everything in front of their ships and use Order To Engage to the max. Lando in Falcon can get you an extra point of damage also. And now some notes about certain cards;

    Grabbers So amazingly versatile. Can be used for extra, extra SAC protection, or can grab annoying interrupts like None Shall P@#$%, Barrier, Masterful Move, Projective Telepathy, Put All Sections on Alert, etc. A must for any Light deck, especially this one.

    Mechanical Failure One of my favorite cards, and an absolute necessity in this deck. You don’t want Walkers walking (heehee) all over your Tatooine sites, or on their own planet. This can be used to invade Raltiir, or just to layeth the smacketh down. Use it, especially with all this IAO/Mob Points junk going around.

    EPP Han You should never lose your first Han, but this one is just in case. I’ve played over 15 games with this deck, and I’ve only lost my original Han once, and I still won by 9. But it’s better to be safe than sorry.

    Skywalkers More than just a destiny adder, a Barrier canceler. That’s why it’s so good. Use it if you’re playing mains, but no SAC

    It’s A Trap It’s the only battle avoider that is immune to Sense. Very handy for backup. It also cancels Sniper, which can play hell (especially with Iggy) for this deck.

    Weapon Levitation Cancels You Are Beaten, grabs one of your sabers, and one of your opponents? Sweet. Very useful for stealing Mara or Vader’s sabers, and also useful for not losing because of You Are Beaten.

    And now, for some quick match-up tips;

    vs TIEs This is one of those few bad matchups. Grab All Power to Weapons right away. Don’t deploy lightly in space or you will get spanked. Beware of Lateral Damage. Put your ships in front of their small ones and let Order To Engage do it’s work. Hard, but winnable

    vs BHBM Do NOT free Han with Luke You will lose the game Beware of SAC, so be ready with a grabber, and prepare to bait some Senses out so your evasion cards stay safe. Ben with Saber can’t be Obsessioned, so don’t worry there. Free Han (not terribly hard), flip, and drain heavily. Kill the Emperor if he’s just sitting on the DS2, but otherwise stick to your planet and drain. Use Luke for one big battle, but be aware that Vader could pick him up eventually.

    vs HuntDown Nobody plays this around here anymore, and I’m glad they don’t. This isn’t an auto-lose like some people will tell you, but it’s very tough. If this is prevalent around you, add two more spies, and add dueling protection. You can’t afford to lose Ben or Luke. Be safe. Run away if you are even unsure. Barrier Vader and run like mad. Use Nabruns to keep away from dueling. It will happen if you aren’t careful. Play safe and you can win.

    vs ROPs Flip fast and spread fast. Your speed will win the game. Not many ROPs play SAC, but if they do, you can handle it easy. Invade Raltiir when it’s necessary. Their beefed up destinies will make it easier to take out Han, so Nabrun over with Ben + someone else. Mech Failure can win you the game. Use it wisely. Other than that, spread and drain.

    vs Rumors Crap. This is probably your worst match-up, mainly because of lack of too many spies. If they spread quick, they can beat you, especially if Chiranue hits the table. Your best bet is to play your game as quick as you can, and interfere with his when you can. Set up a couple ships at different (or the same system, depends how desperate you are) systems, and hold the Spiral in your hand. However, beware of Nemet Basically, do damage early, get into the Bunker if you can, and pester him in space. This is definitely winnable (I’ve done it twice), but you need to play smart, and hope he doesn’t draw Merrejk opening hand.

    Well, that’s about it. Enjoy the deck, and if you have any questions, d-mail me at RexBanner7. Later. '

Terms of Service, TM, and ©2002 www.decktech.net. All Rights Reserved.