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
 
Symphony of Destruction- SYC Bombers

    Deck ID: 12712

    Author: Dan "Static-X" Grover

    Title: Symphony of Destruction- SYC Bombers

    Side: Dark

    Date Published: 2001-01-05

    Description:
    Your basic Monkey TIE deck, only with Bombers. Guaranteed to surprise your opponents

    Rating:
    4.0

    Cards:

    'Okay, before I say anything, I want you all to know that this is a prototype deck. I expect it to be reviewed badly, as I am just working out the kinks. However, if you review this deck, PLEASE GIVE ME SOME FEEDBACK. Don’t just say, "this deck sucks," actually tell me why. Thank you.

    OBJECTIVE (1)
    SYCFA/Who cares what it says on the back {S}

    LOCATIONS (10)
    Death Star {S}
    DS Dorking Bay {S}
    Alderaan {S}
    Wakeelmui
    Tatooine
    Bespin
    Sullust
    Kiffex
    2x Asteroid Field

    CHARACTERS (5)
    2x Emperor Palpatine
    Lord Vader
    Captain Jonus
    Major Rhymer

    STARSHIPS (20)
    Scimitar 1
    Scimitar 2
    6x Scimitar Squadron TIE
    4x TIE Bomber
    The Emperor’s Shield
    The Emperor’s Sword
    6x TIE Interceptor

    WEAPONS (4)
    4x Proton Bombs

    EFFECTS (11)
    Mobilization Points {S}
    There Is No Try {S}
    Planetary Subjugation {S}
    Imperial Decree {S}
    Battle Order
    Oppressive Enforcement
    Lateral Damage
    First Strike
    Bombing Run
    2x Sienar Fleet Systems

    INTERRUPTS (9)
    Prepared Defenses {S}
    2x Twi’Lek Advisor
    4x All Power To Weapons
    2x Imperial Barrier '

    Strategy: '

    ***How annoying is it when you post a deck for feedback and four whole people review it?***

    ***Thanks to everyone who reviewed this (all four of you.) I am taking your ideas to heart.***

    Okay, now as I said before, this deck is still in the experimental stage. Please don’t review it if you’re not going to make any constructive comments Well, I’m sure you understand the concept behind a standard TIE deck (retrieve with SFS, beat down, etc.) However, you may not be as familiar with Bombers. This deck is designed to take advantage of the fact that no one will expect bombers. So, let me answer a few questions you might have.

    ”WTF? Why Bombers?”
    Because 1) Bombers may have crappy destiny on their own, but with Planetary Subjugation, you can add UP to 5 to their destiny if they are drawn for weapon or battle destiny. Very nice to track, especially combining the fact that you can cycle them with asteroids, plus you retrieve 1 every time you deploy. 2) They can use proton bombs, which means that it’s a DS space deck with built in ground control This makes them ideal for picking off characters on a bombing run, or collapsing sites (see below.)

    ”Why Proton Bombs?”
    Proton Bombs can be used to take out characters in a bombing run, PLUS, during a force drain, you can try to collapse a related interior site (with a destiny greater than 4). If the site is collapsed, the characters inside go bye-bye. Imagine collapsing the Audience Chamber right away against Profit or Agents

    ”Wait a minute, aren’t Scimitar Squadrons 3 dot unique? Why 6 of them?”
    Because their destiny of 2, combined with Planetary Subjugation, makes for a destiny of 7 Besides, they should be cycling through the deck pretty fast courtesy of the asteroids. You shouldn’t have three on the table at any given time anyway.

    Cards I want to put in
    Dreadnoughts (Once I get some)
    Commander Merrejk (I probably should put him in, now that I think about it)
    SAC (unfortunately, it takes up too much room)
    The DS version of Power Pivot

    Okay, now for matchups.

    Agents/Profit
    Collapse the Audience Chamber and any other interior sites asap. Then get your Bombing Run at one of their exterior sites and strafe the crap out of them Just track a Bomber, and voila No more characters.

    RST
    See above.

    TIGIH
    See above.

    EBO
    Probably the toughest matchup. save your TIES for the beatdown, get Decree going asap. Play it smart, and this game is winnable. Massive Destinies and good retrieval will help you go the distance.

    Hidden/TR Mains
    A little more difficult than profit. They likely won’t do much draining, so you really just need to watch for the Super Falcon and Home One. Save your barriers and beat down when you can. The high destinies should help.

    Well, that’s all I can think of off the top of my head. Remember, I need advice It’ll take some time before this deck is a beast. '

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