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The Trials and Tribulations of Crix Madine

    Deck ID: 12448

    Author: Tyler "rugman11" Williams

    Title: The Trials and Tribulations of Crix Madine

    Side: Light

    Date Published: 2000-12-21

    Description:
    Scouts on the ground, ships in the air, make for a mad drain fest.

    Rating:
    4.0

    Cards:

    'Starting (7)

    Hidden Base/Systems Will Slip Through Your Fingers
    Rendezvous Point
    Kirdo III
    Heading for the Medical Frigate
    Insurrection
    Squadron Assignments
    Strike Planning


    Admiral’s Orders (2)

    I’ll Take the Leader x2


    Characters (20)

    Admiral Ackbar
    Chewbacca of Kashyyyk
    Colonel Cracken
    Corporal Kensaric
    Corporal Midge
    Daughter of Skywalker
    Elyhek Rue
    General Calrissian
    General Crix Madine
    General Solo
    Lieutenant Blount
    Luke with Lightsaber
    Lieutenant Page
    Obi-Wan Kenobi x2
    Orrimaarko
    Tycho Celchu
    Wedge Antilles, Red Squadron Leader
    Wuta


    Starships (7)

    Gold Squadron 1
    Green Squadron 3
    Home One
    Red 7
    Red Squadron 1
    Tala 1
    Tala 2


    Locations (8)

    Endor
    Kashyyyk
    Kessel
    Kirdo III
    Tatooine
    Endor Back Door
    Endor Landing Platform
    Endor Rebel Landing Site


    Interrupts (9)

    The Signal x3
    Out of Commission x2
    Rebel Leadership x2
    Transmission Terminated x2


    Effects (7)

    Close Air Support x2
    Do, or Do Not
    Goo Nee Tay
    Honor of the Jedi
    Menace Fades
    Wise Advice '

    Strategy: '

    Starting is always the same

    Reasons for some cards over others.

    Hidden Base I like the flip side, plus it’s a good fake.
    Kirdo III Having a parsec of only 1, it is separated from the other systems by 5 parsecs, meaning only Zuckuss and Dengar can get to and from it. It’s also a drain zero system for the dark side.
    Characters are all scouts who can be pulled by Madine, or scouts who add to FD with Midge, or Obi, or Luke. I don’t have any Jedi Lukes or he would be in instead.
    Ships all have matches, thus pulled with Squassin and helped by the AO.
    Locations are good systems and good sites
    Interrupts are anti-Hunt Down (which I am deathly afraid of) or keep my generals safe, or pull effects.
    Effects are self-explanatory

    How to play the deck

    First turn pull Crix and Cal with Strike, pull GS1 with Squassin, put Cal aboard at RP and move to Endor. Get Crix down, protected by scouts. Pull Wuta for sites and Midge for help with the drains. Get one of the Talas at Endor with back-up for Close Air support. Drain like mad.

    Certain decks.

    HD Trans. Term. ASAP, or spy to holotheatre. Keep Obi and Luke off ground, try and stay in space as they will not have much.

    BHBM See above, just without the cancelling Visage part. Give them Luke. That’s why I want a Jedi.

    Pure space TIE’s and Big Blue are troublesome. Forget the flip and go for holding Endor and draining on the ground. This is a tough match.

    This deck can beat most ground decks but falters against heavy space decks. Good Luck. '

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