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ISB what more is there to say (on coruscant)

    Deck ID: 12466

    Author: Josh "bosh2k" Jacob

    Title: ISB what more is there to say (on coruscant)

    Side: Dark

    Date Published: 2000-12-21

    Description:
    ISB, played on coruscant. Pretty simple.

    Rating:
    4.5

    Cards:

    'Objective (1)
    ISB Operations/Empire’s Sinister Agents

    Location(9)
    Coruscant
    Coruscant Docking Bay
    Coruscant Imperial City
    Coruscant Imperial Square
    Spaceport City
    Spaceport Street
    Spaceport Docking Bay
    Spaceport Prefects Office
    Rendili

    Characters(18)
    5D6-RA-7
    Admiral Ozzel
    Chall Bekan
    Corporal Derdram
    Corporal Oberk
    Corporal Vandolay
    Darth Vader With Lightsaber
    Lieutenant Renz
    Mara Jade, The Emperor’s Hand
    Officer Evax
    Outer Rim Scoutx2
    Sergeant Tarl
    Navy Trooper Vesdin
    Sergeant Torent
    Emperor Palpatine
    Sim Aloo
    Janus Greejatus

    Starships/Vehicles(8)
    Conquest
    Executor
    Chimaera
    Thunderflare
    Tyrant
    Devastator
    Bossk In Hounds Tooth
    Zuckuss In Mist Hunter

    Effects(13)
    A Bright Center To The Universe
    Imperial Arrest Order
    Oppressive Enforcement
    Reactor Terminal
    Resistance
    Secret Plans
    Security Precautions
    Sunsdown
    Undercover X 2
    Mobilization Points
    Imperial Decree
    Overseeing It Personally

    Interrupts(11)
    Twi’lek Advisor X 2
    Sneak Attack X 3
    Hutt Smooch
    Sense X 2
    Alter X 2
    Monnok '

    Strategy: '

    Basic ISB. Start with Coruscant and sunsdown, deploy your spies for free Once you have the objective flipped, always have 4 ability at a site, and no more than 3 characters. If it isn’t obvious, focus on coruscant, don’t let you oppenet get there and kill you. Remeber, if you control the system, rebels cxan’t deploy to the planet. (read the system game text) If your oppenet comes to battle, you got some sneak attacks to add to your destiny. With the emporer and his bros at a site, the drain is fine, save the agents and leave them alone. Save Darth for a surpriseing back-up, and unless you get Mara right away, save her too. Always keep track of all the force drain bounses you get in this deck, they are everywhere. And with all the ships, you should be able to keep Menace Fades under control, just never let them control a system, even if it means sacraficing a ship. The ships have a high enough forfeit to suck it up, and the drains you get are huge. Use sense and alter mainly as defenses against their sense and alter, but cancel all those really sucky effects/interupts. With all the heavy space drain decks these days, undercovers aren’t too necesarry, but they can come in really handy at times. By stopping your oppentes drains at all costs and only getting off two or three turns of really good drains, you’ll win hands down.
    I wanna add that i retired this deck after a god draw for an opening hand 4 sites, 4 agents, flip first turn, draw right away Hopefully it will happen to all you how play this deck. Godd luck, and continue playing. '

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