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Who says RST ain’t good

    Deck ID: 13306

    Author: Phillip "Karrdeshark" Aasen

    Title: Who says RST ain’t good

    Side: Light

    Date Published: 2001-01-30

    Description:
    This deck rules the ground and whips the opponent with it’s UNCANCELABLE drains.

    Rating:
    3.5

    Cards:

    'Ojective1
    RST/GD

    Locations7
    Rendezvous Point
    Endor (start)
    Landing Platform
    Chief Chirpa’s Hut
    Rebel Landing Site (start)
    Back Door
    Hidden Forest Trail

    Characters22
    LS, JK
    EPP Luke
    Obi-Wan Kenobi
    EPP Obi
    DoS
    EPP Leia
    General Solo
    General Crix Madine
    General Calrissian
    Tycho Celchu
    WA, RSL
    Nein Nunb
    Figran D’an
    Seargent Brooks Carlson
    Corporal Kensaric
    Lt. Page
    Colonel Cracken
    Lt. Blount
    Orrimaarko
    CoK
    Wuta
    Corporal Midge

    Starships6
    Gold Squadron 1
    Green Squadron 3
    Red Squadron 1
    Tala 1
    Tala 2
    Spiral

    Weapons1
    Ani’s Stick

    Admiral’s Order1
    I’ll take the Leader

    Effects13
    YIWYW (start)
    Close Air Support x2
    DODN/WA
    Squadron Assignments
    Strike Planning (start)
    Insurrection (start)
    Menace Fades
    Uncontrollable Fury
    Projection of a Skywalker x2
    Draw Their Fire
    Traffic Control

    Interrupts9
    The Signal x3
    Rebel Barrier
    I Know
    Insertion Planning x2
    Weapon Levitation
    HFTMF '

    Strategy: '

    Before I begin I would like to give most the credit for this deck to Brian Hunter and
    Steven Lewis from whom I got the idea for this deck.

    Okey-Dokey. Let’s get down to business. First turn Get Crix with Strike Planning and
    then either (a) get out Kensaric and deploy him to the same site. Or (b) if the opponent
    gives you two force, get out CoK and use him to get out Wuta. Start Insurrection, Strike
    Planning and YISYW and then you will most likely ditch the ’Insight’ for either Close Air
    Support or Squad Assignments depending on what you need. Use Insurrection to get out
    the Landing Platform first turn and use Wuta from then on. Use Crix each turn to find
    your scouts and you will flip by third turn. Save getting the second General until you
    desicevly need Solo or Calrissian. You can search for everything you need to flip so you’ll
    be fine. Once you flip Your drains are going to drive them up the wall thanks to Midge
    and you can slow theirs down somewhat w/PoaS. Your space fleet can hold Endor easily
    while you mutilate them on the ground. You can retrieve 2-5 force a turn once you flip
    thanks to Figran, Garrison Destroyed, and Draw Their Fire. Now the reasons for cards I
    use.

    Starship mix Great power and easy deploy.
    Figran Retrievel and Forfeit Fodder
    Insurrection my scouts are forfeit+2. Awesome
    Wuta site puller and Forfeit fodder
    Lt. Page and Orrimaarko Wildcards that can destroy the opponent. Picture this
    DVDLOTS, Mara, and GMT have just moved in to destroy Crix and Wuta who are all
    alone. You drop Lt. Page and deploy 2 scouts and Orrimaarko for cheap. You play the
    Fury. You ditch the ’Insight’ for Close Air Support. You initiate battle. Retrieve w/DTF.
    What’s this? Page adds a Battle Destiny and CAS adds another+ one destiny to power.
    You knock three off theirs with an Insertion Planning and draw THREE battle destiny to
    their one that is minus 3. Let’s say you drew a 2,5, and 3 and they drew a 5, which was -3
    and you add a 4 destiny to your power. Your power30 Their power20 They lose 10+2
    more from Ori. You utterly defeated them with absolutely no mains. Awesome I’ve
    done this multiple times so it’s no fluke.
    Menace Fades puts their drains off slightly
    Insertion Planning subtracts three from their battle destiny. Six destiny number.
    I’ll Take the Leader Whips TIE decks


    Matchups

    MKOS and COTVG Don’t bother with Menace Fades or PoaS because they’ll cancel it
    with Hutt Influence. Flip your Obj. and then stay put. Let them come to you unless they
    are weak at, let’s say, the Dungeon. Drop Cracken+1 or 2 EPPs and slaughter them.
    could be tough but if you stay on Endor and don’t fight unles you have to, you should stop
    their retrievel and win.

    BHBM Give ’em LS, JK and have fun.

    Hunt Down If I may quote the immortal words of Brian Hunter, "Let Vader have his
    site". You should be able to toast their ground forces. Easy win.

    CCT With Jabba’s Prize it could be trouble. Search for a spy second turn and drop a
    bunch to set him free. If you can free him before he gets to the Palace, you win. If you
    can’t slow them down on the way, you are are in deep and probably won’t win. No
    Bargain+ None Shall Pass will wreak havoc with your deployment to the AC and you
    won’t be able to release him.

    Monkey TIES Draw like mad until you find I’ll Take The Leader. Deploy it and deploy
    some ships to Wakeelmui and you should be able to destroy them with your Battle Destiny
    and cancel theirs with Wedge and Tycho. They can’t touch you on the ground and you
    will win as long as you control Wakeelmui.

    Any other deck Let them do what they wan’t on THEIR territory but destroy them if they
    try to take yours. You shouldn’t have a problem.

    This deck may look like a pile but it really kills. D-mail me with any questions you have.
    Thanks for reading this.

    '

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