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Speed MWYHL w/ Space CRUNCH v1 1

    Deck ID: 12260

    Author: Justin "Bubba Joe" Beal

    Title: Speed MWYHL w/ Space CRUNCH v1 1

    Side: Light

    Date Published: 2000-12-12

    Description:
    This is my first revision, please rate and make helpful sugestions.

    Rating:
    4.5

    Cards:

    'Starting (6)
    Mind What You Have Learned / Save You It Can
    Dagobah
    Heading for the Medical Frigate
    Wise Advise
    The Way of Things
    Your Insight Serves You Well

    Locations (8)
    Dagobah Yoda’s Hut
    Dagobah Training Area
    Dagobah Swamp
    Dagobah Bog Clearing
    Kessel
    Yavin 4
    Sullest
    Home One War Room

    Characters (12)
    Daughter of Skywalker
    Yoda
    Admiral Ackbar
    First Officer Thanespi
    Captian Verrick
    General Calrisian
    Nein Nunb
    Ten Numb
    Tycho Celchu
    SUPER Wedge
    Obi-Wan Kenobi
    Luke Skywalker, Jedi Knight

    Starships & Vehicles (7)
    Home One
    Red Squadron 1
    Green Squadron 3
    Defiance
    Independance
    Gold Squadron 1
    Blue Squadron 5

    Greens (6)
    X-wing Laser Cannons
    Intruder Missiles x2
    Heavy Turbolaser Battery
    Luke’s Lightsaber
    Luke’s Backpack

    Interupts (10)
    Balanced Attack
    Power Pivot
    Direct Assualt
    Star Destroyer
    Rapid Fire x2
    Rebel Barrior
    Gift of the Mentor
    On the Edge
    The Signal

    Effects (6)
    Traffic Control
    Squadron Assignments
    Launching the Assault
    Yoda’s Hope
    Haven
    Reflection

    Jedi Tests (5)
    A Jedi’s Strength
    Domain of Evil
    Great Warrior
    It is the Future You See
    Size Matters Not
    '

    Strategy: '

    ***"# Changes in V1.1 "#***
    I am now training Leia, because of stupid BHBM. I have added some interupts that should help. I have not added Jedi Test 6 because I don’t have a double of it, and I am a collector first and player second, so I won’t play with it, and I don’t think I really want to use it. I changed the systems from Kiffex and Kashyyyk to Kessel and Sullest. This is because that gives me 2 locations for Haven and I can still move between all the systems. Other than that it is pretty much the same. Please review and make it better.

    Thanks
    ***"# End Changes "#***


    OK first let me say that this deck has no ground presence other than Obi and Jedi Luke and they are really for forfit fodder and could be used for a one-turn beatdown. I train Leia to test 5 and don’t really care what I stack because it isn’t important. If I can find and track a 7 by turn 6 or 7 (assuming it takes me this long) then I will go for it, but otherwise it isn’t worth it. The plannets I chose are key. I can move all my ships from one plannet to the next, and each of those locations is useful. If they manage or bother to cancel my bonuses I will only drain for 4 a turn, but otherwise it could be 8. I can use JT 4 to set up anything I want every turn, especially if I stack a 7. But again stacking a high destiny is not necessary. I can pull all but 2 of the 1s and then my average destiny is fairly good. Pretty much the only reason to train to 5 is to flip and retrieve, otherwise I don’t care about that test.

    Huntdown is not really big here so I could put in a Transmition Terminated but am not sure about it. I am at a loss as to other interupts/characters to use so I am very open to suggestions. I haven’t played this deck before, but I am thinking that you will pretty much do the same thing every time Train, Flip, Beat people down.

    Thanks in advance for your inputs.

    Bubba Joe '

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