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Operational and Dangerous

    Deck ID: 13762

    Author: Pyry "Blizzard" Nystrom

    Title: Operational and Dangerous

    Side: Dark

    Date Published: 2001-02-18

    Description:
    Solid and dangerous DSII deck with unique style. Destroys almost anything.

    Rating:
    4.0

    Cards:

    'Starting(8)

    Endor operations/Imperial outpost

    Endor

    EndorBunker

    EndorLanding platform

    Operational as planned

    Death Star II to hand

    Moff Jerjerrod to hand

    Mobilization points to hand


    Locations(7)

    DSIICoolant shaft

    DSIICapasitators

    DSIIReactor core

    Sullust

    Kiffex

    Kashyyyk

    Rendili


    Characters(13)

    2xVader with saber

    Grand moff Tarkin

    Grand admiral Thrawn

    Prince Xizor

    Guri

    Admiral Piett

    Commander Merrejk

    Dr Evazan & Ponda Baba

    Boba Fett with Rifle

    IG-88 with Riotgun

    Arica

    U-3PO


    Starships(10)

    Executor

    Chimaera

    Dominator

    Bossk in HD

    Zuckuss in MH

    Dengar in PO

    The Emperors Shield

    The Emperors Sword

    Virago

    Stinger


    Vehicles(2)

    Tempest 1

    Blizzard 2


    Effects(6)

    Imperial degree

    Battle order

    Secret plans

    Lateral damage

    Therell be hell to pay

    Oppressive enforcement


    Interrupts(11)

    Twilek advisor

    Monnock

    Masterfull move

    Ghhhk

    2xSense & Uncertain is the future

    3xSet for stun

    Elis helrot

    Dark maneuvers


    Weapons/Devices(1)

    Superlaser mkII


    Admirals orders(1)

    Battle deployment


    Epic events(1)

    That thing`s operational '

    Strategy: '

    This deck is my version of DSII deck. I prefer to use the objective because its more

    solid than to use only endor-system instead.

    Basic idea is to build your Death Star ASAP. Then drain and cause direct damage. Direct

    damage from DSII is more secure than cancellable drain bonuses from Ominous rumours. Also

    it gives you much help in space war. Thats why this deck type can be exellent.

    There is some major difrences between this deck and normal DSII decks. Youll notice that

    i start with Mobilization points instead of Desperade counter(witch is not even in my deck).


    First turn play Moff J to bunker and play Rendili, pull sector to DSII and so on...

    You will get a lot of activation because of Mob.points and DSII and its sectors.

    Put some badass in bunker to support Moff J incase they have a spy in hand.


    Because of your tremendous fleet and many big pilots(everything supported by operational Death Star) supreme space victory should be unavoidable.

    If Falcon is your nightmare, play GURI to space(Executor will really do the job).

    If X-wings are coming, keep your boats in tight groups. Battle deployment with Thrawn is

    iron here(-2 to power of each X-wing). If guns are suspected keep guys in capitals. Also

    Dark maneuvers can save your ships.


    This deck is also powerfull in the ground with its mains and walkers.

    You have two auto-undercover spies also.

    =So this deck should be very SOLID.


    IMPORTANT PART

    OK. Now you think how the heck can i defend my DS from being blown away There are no guns,

    no Desperade counter, not many TIEs. But as you see there is 3xSet for stun Stun their

    General Calrissian, Han Solo or ANY pilot(s) they send. Their ships will just be floating junk

    in the DSII sectors(where no one can deploy) Ok Luke will be trouble, but who plays him to

    space or sends him to blow DSII up??? You have two trackable sixes, so you can have a shot at him. = So DSII is NOT gonna blow

    "Were quite safe from your friends here."

    -The Emperor


    Some card explanations

    Vader with saber Best vader for this kind deck(according to my opinion). Lord Vader needs

    separate saber to efficient and any decent ground deck will laugh at his attrition immunity.

    Choke Vader is good, but i thing auto-saber is even better.


    Elis helrot with no imperial arrest order this card can be a game winner. If opponent has

    insurrection, you can still move with it.


    Other cards are self-explaining(Ask me if not).


    Alright then here comes the matchups


    MWYHL Drain heavily and battle. JT1 will do them no good When they are about to do JT5,

    screw thier tracking with uncertain is the future


    EBO Conquer space, rule the ground and drain. Walkers can storm Hoth if necessary. Imperial degree will help.


    WYS Take space. Grap their key interrupt. Conguer ground, Thrawn and Battle deployment will

    do wonders in your conquest for Tatooine. Park your Moon over their planet.


    RTP Rule space, fight in ground. Imperial degree will kill them.


    QMC Take Bespin=win, so A LOT OF FORCE THERE Remember to give Bespin one extra Moon.


    Mains Battle and drain. Youll have the power to compete with them. And your drains and direct

    damage will hurt them too much.


    Agents in court Start Battle order. Aliens and droids can strike them. Imperials will probably have to move to JP.

    Walkers can attack to sandstormed sites.


    HP Havent played ever so ??? Your fleet is enough to create a threat or crush them.


    Profit Put Boba Fett and Xizor to AC. Send more guys ASAP. Drain them from space.


    Thanks for reviews Tell me what went wrong(if any). If you get interrested and want to find out more, just mail me '

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