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
 
Deadbody’s Bring hime Before me

    Deck ID: 11962

    Author: garrett "deadbody" larson

    Title: Deadbody’s Bring hime Before me

    Side: Dark

    Date Published: 2000-11-23

    Description:
    This is a pretty standard beatdown BHBM deck with walkers tramples and S/A. It has gone 4 straight tourneys undefeated, and I would like to see what people think of it.

    Rating:
    4.0

    Cards:

    'Objectives 1
    Bring him before me...

    Locations5
    Death Star II Throne Room
    DSII Docking bay
    Hoth Echo Docking Bay
    Yavin 4 Docking Bay
    Rendilli

    Characters19
    Emporer
    Lord Vader
    Darth Vader
    Janus Greejatus
    Commander Igar
    Grand moff Tarkin
    Major Marquand
    Luitenant Watts
    General Veers
    General Tagge
    Admiral Piett
    Admiral Ozzel
    Admiral Chirnaeu
    DS-61-2
    DS-61-3
    DS-61-4
    Capt. Sarkli
    IG-88 with Riot Gun
    4-lom with concussion rifle

    StarShips4
    Executor
    Chimarea
    Bossk in Hounds Tooth
    Zuckuss in Mist Hunter

    Vehicles4
    Tempest 1
    Blizzard 1
    Blizzard Walker
    Blizzard 2

    Interuppts17
    Prepared Defenses
    Trample x3
    Sense x4
    Alter x2
    Imperial Command x4
    Twi’lek Advisor
    Always thinking with your stomach x2

    Effects9
    Imperial Decree
    Mob. Points
    Imp. Arrest Order
    Insig. Rebellion
    Your destiny
    Battle Order
    First Strike
    Honor of the Jedi killer (forgot name)
    Emporers Power

    Weapons 1
    Vaders Lightsaber '

    Strategy: '

    The goal of this deck is Turn 1 get DS2 DB, Rendilli, put Emporer or best case scenario Admiral Ozzel at DB, put out Emporers Power, then depending on your hand either save the few remaining force or draw them. Turn 2 now you will get at least 9 force, pull one of the other docking bays put down a walker and a pilot or 2 (if possible) and move Palpatine to the Throne Room. Draw remaining force, or save for next turn. Turn 3 pull Last docking bay, and get characters there as soon as possible, now Imperial Decree is in effect, so they get no drain bonuses, and no revolutions. Through this you should be using the imperial commands to pull characters, unless they have wise advice on table or are saving 3 force, then save any imperial commands to use for battles. Once you take over the 2 DB’s with walkers and are holding at least one trample, use the rest of you characters as a beatdown squad, Vader and Tarkin should stay together, eitherr to draw out Luke or to burn your opponent of 3 per turn.
    This deck has stood up well to many different deck styles, and is very flexible. as I said it is undefeated since the Minnesota Grand Slam in a very competetive enviornment. I don’t have any aliens in the deck (incl. Mara) because A gift will screw over this deck, the destinys are low enough that subtracting 2 from each is bad, and the drains are low enough that subtracting one will hurt it. Any comments or questions are appreciated. This deck never wins by a ton (usually 15-25) but it does win very consistently.

    '

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