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Imperial Black & Blue (Revised)

    Deck ID: 119

    Author: Randy "Misthunter" Bautista

    Title: Imperial Black & Blue (Revised)

    Side: Dark

    Date Published: 1999-08-15

    Description:
    This deck's function is still to disrupt opponent's strategythrough quick activation and battling while setting up good drains.However, there are key differences from the original (After lookingover some very good decks and very nice critiques, i.e.

    Rating:
    4.0

    Cards:

    'Locations (10)
    Death Star (SE)
    Endor x2
    Kashyyyk
    Kiffex
    EndorBack Door
    EForest Clearing
    Cloud CityDowntown Plaza
    CC Port Town District
    Hoth Defensive Perimeter (3rd Marker)

    Characters (13)
    Darth Vader
    DVLOTS
    DS-61-2
    DS-61-3
    DS-61-4
    Admiral Ozzel
    Officer Evax
    Lieutenant Arnet
    Commander Igar
    Commander Desanne
    Commander Nemet
    Lieutenant Cabbel
    U-3PO

    Starships (7)
    Bossk in Hound's Tooth
    Thunderflare
    Devestator
    Avenger
    Vengeance
    Dreadnaught x2

    Vehicles (5)
    Blizzard 1
    Blizzard 2
    Tempest 1
    Blizzard Walker x2

    Effects (11)
    Security Precautions
    Imperial Arrest Order
    Battle Order
    Come Here You Big Coward
    There Is No Try
    Secret Plans
    Resistance
    Presence of the Force x2
    Broken Concentration
    Imperial Decree

    Interrupts (14)
    Twi'lek Advisor x5
    Masterful Move x2
    Monnok x3
    Elis Helrot x2
    Those Rebels Won't Escape Us x2'

    Strategy: '

    If you haven't seen the original 'Imperial B&B' I suggest
    you do, 'cuz I will be referring to it quite a bit.

    Major changes

    a)No more Docking Bays
    At first it sounded like a great idea because it allowed me
    to deploy both my space and ground forces early (i.e starships
    and AT-ATs). However, since then I have tested it against operative
    decks and the FD -1 just made my Docking Bays a waste of space. Instead
    I have 2 new FD sites (Port Town+DT Plaza). As for movement, I use Elis Helrot,
    which is MUCH more efficent than docking bays. Use the monnoks to watch out
    for anti-Elis cards (in particular, Quite A Mercenary). And speaking of Monnok...

    B)One extra Masterful Move.
    Now that doesn't sound important, but it does do to main things
    a)it's an extra 6 destiny -P
    and b)it allows you to get that monnok faster.
    Monnok is a very powerful card in this deck that allows you to sum up what your
    opponent can do. If you see no space, then you can afford to leave that lone Dread
    at Kiffex. If you see no Quite A Mercenary, feel free to use Elis...and you get the
    picture. Even if it's cancelled by, say, a sense, you know your opponent plays S&A.
    Speaking of S&A...

    C)No more Sense & Alter
    Most threats of this deck can be cancelled or by-passed by other cards. The Original
    'I B&B' had S&A, but really had no chance in winning a true S&A war. True, certain interrupts
    and effects will get past you and will hurt (ex. Organized Attack or Manuvering Flaps). But since
    this deck is strong in both ground AND space, Monnok + some good judgement will allow you to make
    these pains minimal.

    D)Added effects.
    Broken Concentration for Dagobah decks (although this deck was already strong against Dagobah). BC
    is also a great card in the late game when teamed up w/Battle Order to stop opponent's late draining.
    Resistance was added to stop #s. I originally thought that once my forces were out I could stop activation,
    'n thus, #s, but to get those forces out required big activation, and the risk of losing the game before
    I even get started was too great. It also forces a #s deck to fight, which is definitely a good thing w/this deck.
    BTW, here're some notes on starting effects
    Battle Order-against Ops
    Security Precautions-against HB
    Broken Concentration-against Dagobah
    There Is No Try-against early high activation (i.e. Toschi decks and Y4 Revo decks)
    *High activation almost always means early mains, so early S&A protection is good.
    The 4 Twi'leks left will allow you to pick out any other key effects like Imperial Decree, Come Here You Big Coward, etc.

    I leave you w/one final note...this is not necessarily about my deck but a response to the less notable decks in
    decktech

    A DECK THAT RELIES ON BATTLE DAMAGE TO WIN OFTEN DOES NOT (except Frozen Assets/Draw Their Fire decks)
    In almost all tournament winning decks I've seen, most damage is done by FORCE DRAINING. You may have a force of 5 SDs at a location,
    but if your opponent's smart enough (which s/he probably is), s/he'll allow you that one system while s/he drains you for about 8 somewhere
    else. Two main reasons for battling are
    A) to block an opponent's force drain
    and B)to set up your own.
    Battle damage can be cancelled so easily w/Ghhhk and Houjix. The strength of Operative/ISB decks is based on the idea that they can drain wo/worry of battle
    damage. Imperial B&B does fight very well, but notice that all my locations (except for DS) are FDs for 2. So just keep in mind that Battle Damage is not a
    great meal; it's just the icing on the cake.'

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