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Crushing Garrison

    Deck ID: 13616

    Author: John "Parn12" Digiovanni

    Title: Crushing Garrison

    Side: Dark

    Date Published: 2001-02-13

    Description:
    A not-so-recent variant on a dark force manipulator coupled with heavy power enough to crush just about anything.

    Rating:
    4.0

    Cards:

    'Starting (5)

    Hoth Ice Plains

    Prepared Defenses

    Imperial Arrest Order

    Mobilization Points

    Imperial Decree


    Locations (5)

    Death Star II Docking Bay

    Coruscant Docking Bay

    Executor Docking Bay

    Hoth Echo Docking Bay

    Hoth Defensive Perimeter


    Characters (16)

    Dengar With Blaster Carbine

    Grand Admiral Thrawn

    Prince Xizor

    Dr. Evazan & Ponda Baba

    Commander Igar

    Boba Fett With Blaster Rifle

    General Veers

    Lord Vader

    Grand Moff Tarkin

    Mara Jade, The Emperor’s Hand

    Arica

    Snoova

    Guri

    Darth Vader, Dark Lord Of The Sith

    4-LOM With Concussion Rifle

    IG-88 With Riot Gun


    Vehicles (5)

    Blizzard Walker x2

    Blizzard 1

    Tempest 1

    Blizzard 2


    Starships (7)

    Virago

    Chimaera

    Flagship Executor

    Devastator

    Bossk In Hounds Tooth

    Stinger

    Zuckuss In Mist Hunter


    Interrupts (13)

    Alter & Collateral Damage x2

    Sense x2

    Weapon Levitation x2

    Oo-ta Goo-ta, Solo?

    Trample x2

    Twi’lek Advisor

    Walker Garrison x2

    Imperial Barrier


    Effects (6)

    Reactor Terminal

    Expand The Empire

    Security Precautions

    Presence Of The Force x2

    Search And Destroy


    Weapons (3)

    Vader’s Lightsaber

    Mara Jade’s Lightsaber

    Vibro-Ax '

    Strategy: '

    I thought it was time for a little deviation away from the norm about now, so this is my version of a dark side force manipulator. Rarely ever will it give up many icons in the early game, the time when activation is critical, frequently amassing tons of force activation early and using that to get out the quality guns that obliterate the light player.


    Basic play starts in the first three turns, the only move typically made is pulling one of the 3 1/0 docking bays and putting some sort of lackey at it (don’t worry, they won’t be rendered useless, they’ll go and play with the force drains on Hoth later). Let them start getting you some more force via Mobilization points to turn your docking bays into 3/0 monsters, also giving up 0 force from starting. Ideally you can give yourself upwards of 11 force off of your own sites and give up nothing. Security Precautions (while good for HB) also give you +1 generation. Don’t pull and deploy the Echo Docking Bay until you must, this is the first icon you will give up more than likely, and the point of this deck is to start ’helping’ the light side with its activation after it is already too late. Once you do get the Echo DB out, hold it down with a couple of peoples for the extra activation (even pulling your guys from the other DBs over). This will be the first force drain you will acquire, more than likely, so guard it like a treasure.


    The basic point of the deck is to take the game away from your opponent, deny him force to slow him down, allowing you more time and flexibility to get your people out and doing what they’re doing, as well as getting card advantage over your opponent too. If your opponent starts getting loose and liberal seeing your people fall to docking bays take the chance to go remind him that the options are endless. Always keep a wrecking crew in hand and ready to go when a weakness opens up. If by chance you cannot easily swell over him with power use the wonderful Decree to shut him down while setting up for some drains on Hoth, it can get nasty on the ice planet. Occasionally check with IAO for a DB in the reserve deck, check to see if the Defensive Perimeter is lurking in your active pile or not, and if it is, try to committ to getting it into your hand. Expanding the Defensive Perimeter is a jewel, +1 force drain and +1 weapon destiny draws, this is too good to pass up if it can cover all three of the hoth sites you run. Presence of the Force can get your troops into places he hides (Home One DB is the main culprit) and trash him good with a surprise attack while he is still forming up his troops (Crix is always a good target to take out early), which gives some flexibility on running a lot of spies. POTF can also be used to boost activation and a force drain later on in the game.


    One of the bigger problems with this type of deck would be that pesky watch your step deck when it flips and limits activation to just 1 at non-battlegrounds. Yeah, that blows bad, use a POTF to get it back up again, or just get onto Hoth, keep in mind the damage that is being caused by NOT giving any force up. It limits his activation which means he cannot deploy big and draw a lot, which always keeps you a couple of turns ahead if done correctly.


    I do realize the destiny in this deck is pretty bad, but it goes without saying in a sheer power deck. Sure I can amass ballistic power, but splash a little tracking into the scene with recyclable interrupts or reactor terminal and there should be no problem finding the 3’s, 4’s, and the occasional 5. Tracking works worlds when used with Tramples and Choke Vader (both work strictly with ability, not defense value). That and weapon destiny drawing has been made a bit easier with the 3rd marker, giving a much needed +1 to weapon draws. Lord Vader running around with a saber is just a monster (adding +2 to each, or typically +4 total), there is little that can stand up against that, even with poor destiny numbers. But if worst comes to worst, drop onto Hoth and get some walker garrison going, its the end-all solution. Icon+POTF+Saber+Expand Drain+Garrison=Drain of 6. Enough said about that, its possible to get 6, 6, and 5 for drains in one turn. But the game is yours, play the deck as you’d see fit, its a monster, trust me. Have fun too, as always '

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