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Lightning Menace

    Deck ID: 13868

    Author: Pyry "Blizzard" Nystrom

    Title: Lightning Menace

    Side: Dark

    Date Published: 2001-02-21

    Description:
    Fatal and fast deck using SYCFA with extreme power of the darkside.

    Rating:
    3.5

    Cards:

    'Starting(8)

    SYCFA/TUPITU

    Death Star

    Alderaan

    DSDB

    Preb.defences

    Mob.points

    Imp.Arr.Order

    Oppressive enforcement


    Locations(5)

    Rendili

    CCDB

    EndorDB

    CoruscantDB

    DSWar room


    Characters(19)

    2xMiiyom onith

    2xVader with saber

    2xLord Vader

    2xGrand moff Tarkin

    Prince Xizor

    Guri

    2xMara Jade TEH

    2xThe Emperor

    Grand admiral Thrawn

    Boba Fett with Blaster

    Dr Evazan & Ponda Baba

    Sim Aloo

    Janus Greejatus


    Starships(6)

    Executor

    Chimaera

    Dominator

    Bossk in HD

    Zuckuss in MH

    Dengar in PO


    Vehicles(2)

    Blizzard 2

    Tempest 1


    Effects(7)

    Imperial degree

    Secret plans

    Battle order

    Blast door controls

    Search and destroy

    Therell be hell to pay

    First strike


    Interrupts(10)

    The circle is now complete

    Masterfull move

    Monnock

    You are beaten

    Set for stun

    2xSense & Uncertain is the future

    Shut him up or shut him down

    Weapon levitation

    Sniper & Dark strike


    Weapons/Devices(2)

    Vaders saber

    Maras saber


    Admirals ordes(1)

    Battle deployment '

    Strategy: '

    Okay the idea of this deck is to them hard and heavily. You have big pile of mains to do

    this. Also there is no shortage of combat related interrupts.


    Activation is exellent as in most SYCFA Decks. So to get most of this there is two Miiyoms.

    This deck is no manipulator and should not played as. Activation also helps to give your

    opponent a good beatdown.


    Starfleet is quality over quantity. Use it wisely and you can punish most decks at space too.

    Also many of the mains are pilots too, so you can play them to space if necessary.

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

    If X-wings are coming, keep your ships together. Together they can combo and should be able

    to hold against their swarm. If guns are possible, keep your guys in capitals.

    Battle deployment with Thrawn is iron here(-2 to power of each X-wing).


    Dont play too many ships on your low parsec systems as Kessel might pop up You CAN move DS if necessary to get there.


    Your drains are not huge, and the idea is that you go where opponent hangs around. If opponent

    goes space SAD will hurt him.


    You shoud be able to fight and probably punish them anywhere. So this deck is built to be SOLID


    Alright then here comes the matchups


    MWYHL Drain heavily and battle. When they are about to do JT5, screw thier tracking with

    uncertain is the future


    EBO Fight in space, rule the ground and drain. Walkers can storm Hoth if necessary. Degree will help.


    WYS Take space, use Guri there if necessary. Grap their key interrupt. Conquer ground, Thrawn and Battle deployment will do wonders in your conguest for Tatooine. Their smugglers cant compete with your powerfull mains


    RTP Rule space, fight in ground. Try cancel bacta tank and kill the princess(many times).

    "Shut him up or shut him down" will be their death.


    QMC Take Bespin=win, so A LOT OF FORCE THERE


    Mains Battle and drain. Miiyom will hurt them much. You will out power them.


    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 Get SAD ASAP. Rule ground. Play carefully with your fleet.


    Profit Put Mara and Dr E & PB to AC. Send more guys ASAP. Drain them from space. Crush them

    in ground.


    Thanks for revievsTell me what went wrong(if any) '

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