Deck ID: 14053
Author: Peter "jeeps" Jacobson
Title: Jeeps` Garrison of DOOM 2 1
Side: Dark
Date Published: 2001-02-26
Description:
A Walker Garrison/Imp Command Deck. Anti-EBO with Protection from Jedi Test Decks...
Rating:
4.5
Cards:
'Admiral’s Orders (2)
1x Battle Deployment
1x We’re In Attack Position Now
Characters (13)
1x Admiral Motti
1x Admiral Ozzel
1x Admiral Piett
1x Captain Gilad Pellaeon
1x Commander Igar
1x Commander Merrejk
2x Darth Vader, Dark Lord Of The Sith
2x General Veers
1x Grand Admiral Thrawn
1x Grand Moff Tarkin
1x Mara Jade, The Emperor’s Hand
Effects (8)
1x Battle Order
1x Failure At The Cave
1x Imperial Arrest Order
1x Imperial Decree
1x Mobilization Points
1x No Escape
1x There Is No Try & Oppressive
Enforcement
1x There’ll Be Hell To Pay
Interrupts (14)
4x Imperial Command
1x Prepared Defenses
2x Trample
3x Twi’lek Advisor
4x Walker Garrison
Locations (9)
1x Dagobah Cave
1x Executor Docking Bay
1x Fondor
1x Hoth
1x Hoth Defensive Perimeter
1x Hoth Echo Corridor
1x Hoth Echo Docking Bay
1x Hoth Mountains
1x Rendili
Starships (6)
1x Chimaera
1x Dengar In Punishing One
1x Dominator
1x Executor
1x Victory-Class Star Destroyer
1x Zuckuss In Mist Hunter
Vehicles (7)
1x Blizzard 1
1x Blizzard 2
4x Imperial Walker
1x Tempest 1
Weapons (1)
1x Mara Jade’s Lightsaber '
Strategy: '
Edit 2/27/01 After reading the reviews, I realize that the Tramples, although GREAT cards, didnt make the cut in this newer version of this deck (I took them out to add a Rebel Base Occupation and a Combat Response). RB Occup. makes my opponent come down to me, and the other card was in my strategy section (Thanks for pointing this out Gand). I also took out Search and Destroy for No Escape. This makes Honor of the Jedi relatively useless... except for the force drains non-battle ground locations.
Response to reviews Thanks for the great props for being creative with this deck. I rarely have problems with generation with this deck because I do have the 5th marker. The 5th marker makes my characters deploy for -1 less. This means I can get Vader/Tarkin for 8 force at the 5th... with a Imp Walker for 11... and move them all for one force... It wasnt a problem.
YEs, Revolution would be a problem, but I havent seen it much and the card Evader/Monnok seems to have scared a lot of people away from heavy Revolutions...
Again thanks for the reviews
...End Edit....
This deck is fairly simple to play. You have to be watchful of what your opponent starts to make your first move.
Against most decks, the start is the same. Get the 5th marker as your starting location and then use Combat Readiness to get teh 3rd Marker. This is done to give you a Rebel Base location and all you need after this is just to pull the Echo Base Docking bay and BINGO you have your three sites (two battle grounds) to get Rebel Base Occupation going. I have threeTwilek Advisers in this deck to pull the 8 effects during the game. Usually, you get an effect in your starting hand, so the three Twileks are definitely enough.
Against EBO, you must start the 5th marker. I make sure that the opponent doesnt start with the 4th marker too... 9 times out of 10 they will try because no one starts with the 5th marker. Shield rules ask that when the generators are played the player checks for markers 4-7 on the table. If there is, then they dont automatically search for the 4th marker. This rattles EBO players and it is fun to do too. After this simple start, start IAO, Mob Points, and TINT/OE. It gives you the right ammount of SAC protection. Before you activate, look for Rendili. This is key because it is helpful generation. Get your docking bays out. Deploy to them to get extra activation and dont forget that th 5th marker makes your Imps and Vehicles deploy -1. Nice.
After your start, build a force of AT-ATs at the 5th marker. Once you get two there, make sure you have Veers on the table (or get Veers down first, then your AT-ATs with Walker Garrions.). Imp. Command lets you get Veers. He is cheap and so are the Imp. Walkers... so for 5 force you can get a Veers laidened AT-AT on the ground. He draws a destiny and with Imp Command, lets you draw more than one. Try to keep your admirals in space against the EBO decks. Thrawn on CHimera or Executor is nice stuff. Get the AOs out ASAP. Early in the game I like to get Battle Deployment out first, so I can deploy my AT-ATs then switching it for Were In Attack Position Now. With this new AO, Cmmdr Merrejk and Igar, along with Veers hurts them for an additional three a turn if you use the Echo Corridor as a third battle gound site. Not mention, WIAPN adds to immunity of capitals... making the Executor immune <14 and the Chimera <8. Love it.
This deck went three and zero in its last tournament. The original incarnation (V. 1.0) was quite a bit different (read weaker) and this one is just TOUGH.
Enjoy & any suggestions are welcome '