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Mike Schiemers WYS

    Deck ID: 13845

    Author: Michael "The Rattler" Schiemer

    Title: Mike Schiemers WYS

    Side: Light

    Date Published: 2001-02-20

    Description:
    My version of the popular and powerful WYS objective.Extra power in space and decent ground power. Fun interrupts to play from lost pile.

    Rating:
    4.5

    Cards:

    'Starting(10)


    WYS objective

    tatoine

    ta. db

    cantina

    HFTMF

    insurrection

    squadron assignments

    aim high(vs ties and scum)

    Ounee tah(vs. rops)

    Staging areas(vs. everything else)


    Locations(3)


    Kessel

    H1 db

    echo db


    Characters(17 )

    3x jedi luke

    2x captain han

    2x dash

    3x palace raiders

    chewie protector

    melas

    mirax

    talon karde

    red 10 smuggler pilot

    wedge antilles

    lando w/gun


    Starships(5)

    2x falcon

    outrider

    pulsar skate

    red 10


    Vehicles(2)

    2x skiff


    Weapons(2)

    2x luke’s saber


    AO’s(2)

    2x i’ll take the leader


    Interrupts(17)

    3x on the edge

    lost in the wilderness

    punch it

    barrier

    run luke run

    clash

    3x OOC/TT

    2x control+tunnel vision

    2x fallen portal

    signal

    nar shadda wind chimes


    Effects(2)

    OTE

    legendary starfighter










    '

    Strategy: '

    This deck’s strategy is not vey different from other WYS decks. You set up your matching ships and pilots at kessel and tatooine for draining and then you strengthen a site on the ground with luke and smugglers. This deck’s main difference from most WYS decks is that it is stronger in space with falcon, outrider, pulsar skate and red 10.If they come at you in space you will have plenty of forfeit and you will kick their ass.You probably won if you get down legendary starfighter. It is strong on the ground with palace raiders and skiffs and other random smugglers.

    Once the objective is flipped you can play all your crazy interrupts from lost pile.Clash, punch it, fallen portal and barrier work well with OTE. Control/tunnel vision and lost in the wilderness help cancel drains, help you get what you need, or make some people missing. OOC/TT deal with HDADTJ and are good for tracking. Signal helps you get your effects and on the edges give you late game retrieval. OTE will usually guarantee you to play legendary starfighter with your huge and multiple destines.


    The matchup strategy is pretty obvious.


    Vs. ties you should spread out at your tat. sites and maybe their DS sites. Get your ships set up and force them into a legendary starfighter or big attrition. Your AO’s, aim high, and recurring interrupts will dominate.


    Vs HD you should do regular strategy except be more carful on the ground. Either wait until your deck’s destiny is stacked or if you have run luke run before you deploy luke. Make sure he has his saber. You will win because your opponent will be too worried about your drain of 3 at kessel to full concentrate on dueling luke. Visage should almost always be dead and they will generate little at their sites when your obj. is flipped.


    Vs BHBM you should keep put luke at the H1 db for extra staging areas generatiion until vader is out. They qwill lose 1 every turn and your drains at kessel will hurt.Be careful on the ground and only commit strong or late in the game to ground.


    Vs scum you should destroy. All you have to worry about in space is bounty hunter and EU ships. Those are no problem to beat even with their guri crap or multiple destiny.Your recurring interupts will work wonders.Aim high and OOC/TT will slow or prevent their retrieval and cards such as skiffs w/palce raiders and run luke run will make battling on ground harder. Not the easiest match but you have good late game cards and you should win.


    Cards I want to add

    Wedges DSII ship

    all my urchins

    another skiff


    Thanks for reading and rate fairly. '

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