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(Speed)er Death -ver 1

    Deck ID: 1317

    Author: Chris "Grand Nagus" Hunter

    Title: (Speed)er Death -ver 1

    Side: Dark

    Date Published: 1999-11-21

    Description:
    This deck is designed to win through speed damage and good card efficiency. I've not lost a game yet with it but I'm sure it can be beat.

    Rating:
    4.0

    Cards:

    'Objective
    Imperial Control

    Locations(7)
    Corulag
    Swamp
    Jungle
    Forest
    Spaceport Docking Bay
    Coruscant
    Kessel

    Characters (20)
    Choke Vader
    Tarkin
    Corulag Operative x8
    Biker Scout Trooper x6
    Sergeant Elsek
    Sergeant Barich
    Corporal Oberk
    Corporal Drelosyn

    Starships & Vehicles (8)
    Avenger
    Bossk in the Bus
    Speeder Bike x6

    Effects (12)
    Well Guarded (SE)
    37201 x3
    Imperial Arrest Order
    Reactor Terminal
    Relentless Tracking
    Search and Destroy
    Ability ^3
    Den of Thieves
    TBH2P x2

    Interrupts(12)
    High-Speed Tactics x3
    Scanning Crew x3
    Twei'lek Advisor x2
    Abyssin Ornament x2
    Main Course
    Pittiful Little Band

    '

    Strategy: '

    I'm still developing this one so comments are appreciated. This deck goes for the early speed with a biker/bike/op combo at as many locations as possible for quick drains and flips. Also use S&D, Ability^3, Odds, and Relentless Tracking to inflict additional early damage. SCrew your opponent if you draw them. React with the bikes to protect everyone else. Use others in the back end to deal with the late game decks {i.e. High-Speed Tactics (which also deals with speeders), Vader/Tarkin, and various the other interrupts.}

    vs HB- Go for the speed flip and cover up the opponents Coruscant and Kessel with your own. With the -1 to drains on the objective, this will limit the damage a space fleet can do w/ drains. Deck might benefit from Sec Precaustions and more ships.

    vs Mains- Use your speed and various other methods of power and damage to try and out do your opponent. With H-ST and operatives you will draw at least 3 destiny per battle. Odds will help as well.

    vs SAC- Might be a little weak here if your Hell2Pays don't slow them down. The deck might benefit from additional SAC protection.

    vs Ops- Be faster, fight harder. Might be a struggle but this match up is always up in the air thanks to Battle Plan/Landing Claw tech. Deck might benefit from a Homing Beacon.

    Please let me know what you think and enjoy ;)'

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