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You’ll Never Find My Hidden Base

    Deck ID: 11329

    Author: Joshua "Stormcrow" Grace

    Title: You’ll Never Find My Hidden Base

    Side: Light

    Date Published: 2000-10-25

    Description:
    Just another undefeated Light Side deck, using Hidden Base and Insurrection for quick activation, then controlling the game with mains and effects.

    Rating:
    4.0

    Cards:

    '(always starting)
    Hidden Base
    Rendez-Vous Point
    YAVIN IV
    Heading for the Medical Frigate
    Insurrection

    (locations 5)
    Home 1 DB
    Echo DB
    Endor
    Dagobah
    Yodas Hut

    (characters 14)
    Farmboy Luke
    JK Luke
    Luke w/Saber
    Obi w/Saber x2
    Boushh
    Leia w/Blaster
    TK-422
    Capn Han
    General Calrissian
    Nien Numb
    Wedge Leader
    Tycho Celchu
    Lt. Blount

    (weapons 2)
    Anakins Saber
    X-Wing Laser

    (ships 5)
    Tala 2
    Red 6
    R2-D2 in R5
    Red Squadron 1
    Gold Squadron 1

    (red 27)
    Whatre You Pushin? X2
    Signal x2
    Projection x2
    The Force is Strong w/This One x2
    Frozen Assets x2
    A Few Maneuvers
    Legendary Starfighter
    Advantage
    Order to Engage
    Courage of a Skywalker
    Squadron Assignments
    Wise Advice
    Bacta Tank
    Shocking Info
    HotJedi
    Out of Nowhere
    Aim High
    Weapon Levitation
    Insight
    Strike Planning
    Traffic Control
    Punch It

    (admirals orders 2)
    Ill Take the Leader x2 '

    Strategy: '

    This deck is currently 16 - 0, with the majority of wins against players with
    higher ratings than me. Thats my proof that it can win.

    Do NOT play this deck if you cant track destiny A couple key destiny adders
    should ensure that you win battles if you are tracking your destiny, but you
    will lose if you draw low destiny in battles. (On the other hand, if you can track
    destiny, you might be able to have Jedi Luke stare down Vader piloting
    Blizzard 1, while flanked by Blizzard 2 and Tempest 1, and end up pulling off
    Advantage.)

    Note this deck was designed to be played before Sealed Jabba. HotJedi thus
    was meant to kill Visage, etc., until my opponent occupied three
    battlegrounds. Then, I would make life difficult for him over at least one of
    those battlegrounds.

    Starting. Always start Insurrection, and the other two effects vary.
    Typically, youll want Strike Planning and Squadron Assignments, though
    against Hunt Down, youll swap out Squadron Assignments for Insight (to get
    HotJedi, of course). Against a deck where you might suspect heavy SAC, start
    with Wise Advice instead of Squassin. The start of Insurrection, Strike
    Planning and Squassin affords the quickest set-up, but the deck can
    accommodate some changes if you need to make them.

    The idea is, quite simply, to reduce their drains to zero, or as little as
    possible, through the use of Projection and spies. What you cant prevent,
    you block with power. Eventually, your opponent will have to fight you
    somewhere, and you should manage to get out Advantage or Legendary
    Starfighter. If your opponent refuses to fight, you should get in
    nickel-and-dime drains and hit him with Order to Engage.

    Match-ups

    Vs. Hunt Down. I tested this deck several times against my own, very strong,
    Hunt Down deck, and this deck came out the winner more often than not. You
    dont give away any force early, so the Dark Side takes a bit longer to set
    up, allowing you to get something to a battleground and scrap Insight for
    HotJedi. You always have to play smart against Hunt Down, but if theyre
    dueling, make certain your Luke has a lightsaber. And get Courage into your
    hand before you deploy. Also, start tracking those 5s and 6s, getting them
    to the top at any point you might be dueled.

    Vs. BHBM. Use Luke w/Saber for the suicide hits until Vader gets
    to a battleground, and then give him JK Luke. If youre lucky, maybe someone
    will leave Sim Aloo at a site before Vader comes to play, and Luke w/Saber
    and Force is Strong can annihilate him. Use Frozen Assets to stop Imperial
    Barriers. Track your destiny (in 3s to stop Sim from bugging you), and you
    should win the duels, meaning that your opponent should start suffering 1
    force each turn as soon as Luke is on their side. Dont lose battles.

    Vs. Ties. Ill take the Leader and Whatre You Tryin to Push? will
    annihilate Ties. Your opponent wont drain for much. Get a main to one of
    their docking bays to add to your force drains, and just battle them to
    death. Aim High also helps.

    Vs. Scum. Frozen Assets to stop Imperial Barriers. Make certain you beat them
    down--not the other way. You have limited characters, so you cant afford to
    have many captured. Projections will stop their drains for quite a while, and
    HotJedi will stop the pain from the Court 0 side. If they put Gailid out,
    simply slice him. Push their Projective Telepathy, Imperial Barrier, Hidden
    Weapons or None Shall Pass.

    Vs. Endor Ops. Thank your opponent for the early activation. Start the usual
    three effects, and get Lando in the Falcon to Endor early. Back him up with
    Wedge, Luke, etc. Use Projections to block drains of one, and land characters
    in their ships to block bigger drains. HotJedi, once you get it, will stop
    the pain from Perimeter Patrol, but deploy en masse, so the beat-down doesnt
    come your way the next turn.

    Vs. Anything else. Use Projection, spies and power to stop their drains. Get
    out your unholy trio of direct damage (Legendary Starfighter, Advantage,
    Order to Engage), and pick away at their life force.

    Of course, this deck is dead now, or would need major tweaking, with the
    advent of Jabbas Sealed. But when you rate it, keep in mind that it was
    designed to be played before Jabbas Sealed. And if you *actually review* it,
    give me some suggestions on how to make it work in the new post-Jabbas
    Sealed environment. Thanks.

    Joshua Stormcrow Grace
    '

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