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Insanely Stupid Badgers (ISB)

    Deck ID: 11536

    Author: Brian "vader106" Hollingworth

    Title: Insanely Stupid Badgers (ISB)

    Side: Dark

    Date Published: 2000-11-03

    Description:
    This is the description of my deck.

    Rating:
    3.5

    Cards:

    'Starting (6)
    ISB Ops
    Imperial Square
    Imperial Decree (usally)
    Mob. Points
    Imperial Arres Order
    Prepared Defenses

    Locations (5)
    Endor Docking Bay
    Yavin 4 Docking Bay
    Tatooinge Docking Bay
    Hoth Docking Bay
    Endor

    Characters (25)
    Lord Vader
    Darth Vader x2
    Mara Jade
    Grand Moff Tarkin
    Chyler
    Colonel Wullf Yularen
    5D6-RA-7 (Fivedesix)
    Corporal Derdram
    Corporal Vandolay
    Captain Jonus
    Sergeant Tarl
    Chal Bekan
    Outer Rim Scout x4
    Admiral Ozzel
    Snowtrooper Officer x3
    Officer Evax
    Comdr. Merrejk
    Lt. Pol Treidum
    Lt. Renz

    Blue (9)
    Tempest 1
    Blizzard 1
    Blizzard 2
    Blizzard Walker
    Zuckuss in Ship
    Bossk in Ship
    Executor
    Chimaera
    Devestator

    Red (13)
    First Strike
    Something Special Planned For Them
    Reactro Terminal
    Undercover
    Alter x2
    Never Yanal x2
    Stunning Leader x3
    Ghhhk x2

    Green (2)
    Vader’s Saber
    Mara’s Saber '

    Strategy: '

    Note This deck’s only loss was to Brenston by one, in the first game I had ever played with it, so it can win very easily.

    Pretty Standard, Just get out agents to flip fast then drain. If they come down, send walkers and vader, or just run away.

    vs. EBO Decree=Win

    vs. HB Probe, and drain fast. this will be a tough game

    vs. Profit start Chall Bekan and Mara, get an ORS with Chall. Try to keep decree going and keep an agent on tatooine, you should be able to drain them out.

    vs. Mains deploy carefully, and use ghhhk when you need to. If they have a beat squad, send a bunch of ability 2 guys and walkers, battle and play stunning leader. Now it is just your people vs. chewbaaca alone. Alter order to engage first, as this will kill you if they have a lot of power.

    The reason I put in The Imp. Square instead of Couruscant is so if they play blount, I can put 5D6 there, play Never Yanal to kill blount, and then my objective flips back. That way I don’t need to waste any Characters on Couruscant. Never Yanal is usefull anyways, to kill undercovers and cracken. I tried to use as many pilots for agents as I could, to pilot walkers, and I don’t use probe droids because they don’t have ability.
    '

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