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Black Leader´s Agents of the Sun

    Deck ID: 14119

    Author: Alexander "Black Leader" Schwarz

    Title: Black Leader´s Agents of the Sun

    Side: Dark

    Date Published: 2001-02-28

    Description:
    This is the prototype of my firstAOTBS Deck - to show you, what i didout of my first article.

    Rating:
    4.5

    Cards:

    'Locations (7)

    Rendili

    Imperial City

    Coruscant

    Co.DB

    CC.DB

    CC.Downtown Plaza

    Tatt.DB


    Characters (19)

    Xizor x3

    Guri x2

    Vigo x3

    Boba with Gun x2

    Jodo Kast

    Iggy with Gun

    4Lom with Gun

    Bane Malar

    Djas Puhr

    Dengar with Gun

    Snoova

    Emperor x 2


    Starships (5)

    Zuckuss in Misthunter

    Bossk in Hounds Tooth

    Dengar in Punishing One

    IG88 in IG 2000

    Virago


    Vehicles (1)

    Blizzard Walker


    Weapons (1)

    Vibroaxe


    Interrupts (17)

    Hidden Weapons x2

    Overload

    Imperial Barrier

    Twilek Advisor

    Sniper/Dark Strike

    Control/Set for Stun

    Ghhhk

    Monnok

    Masterful Move

    Force Lightning

    Jabba´s through with you x2

    Shut him up/down

    Pointman

    Prepared Defenses


    Effects (9)

    Imperial Arrest Order

    Mobilization Points

    Battle Order

    Search & Destroy

    First Strike

    Resistance

    Secret Plans

    Hutt Influence

    Opressive Enforcement/There is no Try


    Objective (1)

    Agents of the Black Sun/Vengeance ....


    '

    Strategy: '


    Control/Set for Stun should be Control/Set for Stun x2 .


    Setup You always start with IOA and Mob.Pts.

    The default choice for third effect is

    Battle Order, or OE/TINT, if u think

    of moderate to heavy sac.


    On your first Turn, use Imperial Arrest

    Order to look for your Coruscant Docking

    Bay and Rendili. If the DB is not in

    there, grab the Cloud City one instead.

    Use Mob.Pts. for Rendili.


    You should immediately deploy some

    characters to Xizor, Vigos and Emperor

    at best, because you deploy them for

    free. Move your characters over to the

    Coruscant DB for more force on turn two.


    Turn two deploy either the Tattoine

    DB or the Cloud City DB (if you don´t

    already have it on table), deploy some

    more guys to this DB, move your guys

    via transit over and flip.


    The next effect to get would be OE/TINT,

    followed by Search&Destroy and Hutt

    Influcence.


    Usually you will want to concentrate on

    one site first, then slowly spread out

    to cover two, then three BGs to satisfy

    HotJ. When draining at the docking bays

    be aware of Fallen Portal.


    Should your opponent deploy Luke, you now

    have several choices to deal with him


    You can track one of your docking bays

    still in reserve, or - what will be

    common at this stage - your drain

    location, the Downtown Plaza to Over-

    load his weapon. You can use Palpy´s

    Lightning to kill him, or if your

    opponent was stupid enough to draw

    twelve cards, Set for Stun him and

    Monnok Luke to the used pile. Of

    course, that only works with a Luke of

    Ability five - then, you can kill him

    in a good, old-fashioned battle.



    When flipped, you can use the objective´s GT to

    get a card in used pile, good for tracking,which

    helps counter Grimtaash, btw. and in addition to

    that, you can look at the cards in your force -

    pile, knowing exactly which card lies where, and

    how many you should draw.


    Matchups


    WYS Control of the Tattoine System, is what can

    win you game. Without it, he can´t use

    Tattoine Celebration and its a sure bet,

    he will have to pay for each drain via

    Battle Order - most players agree, that

    including additional space locations would

    be counteracting the force-choke.


    So, you should use all of your vessels to

    hold the system. If he comes to you, you

    can Overload any starship weapons, use

    Set for Stun on Dash or Han, to reduce his

    destinies. If he isn´t playing with

    Raiders and Patrol Crafts , you can get

    Guri up there, too. Use Dengar on the ground

    for pest-control and the Walker to protect

    from EPP Weapons, Sandwhirl and Lost in the

    Wilderness. You can counter Bacta Tank,

    and the high attrition, combined with some

    multiple destines/character removal can

    win you this - just beware Lando´s Vibrator

    and Luke, who can trash Guri.


    If this deck is very popular in your area,

    switch the Masterful Move, Monnok and Ghhhk

    for two Grabbers and Ghhhk/These Rebels ...


    Oh, watch their Lost-Pile for interrupts.


    EBO Probably one of the hardest matchups.

    How you play it, depends on the

    version youre facing - i believe, the

    X-Wing Swarm version will be the most

    dangerous, because you cannot really

    contest in space here. Dengar in Boat

    really is an asset here, you will

    need Guri and Xizor here, as well.

    Hutt Influence will ensure, that your

    drains and DD comes through.

    Try not to burn your barrier too

    soon, wait till the number of x-wings

    reach a critical level, watch their

    force-pile for a possible Spiral.


    Deadbolt could kill you, if he does

    the lock - for this you could switch

    in one Omni-Box and Main Course.

    Wait, till they play Assets, use

    Main Course, and shuffle their Lost

    Pile, so that no Docking Bay or the

    Assets itself come up.


    With the Baragwin-Retrieval Version,

    you have to be careful. Expect lots

    of high destinies in the seven-range,

    therefore, be mindful of Superfalcon

    and other stuff.


    Overall, with EBO, you have to play

    very smart, or the drains, combined

    with the high battledamage/retrieval

    will do you in.


    End of matchups. I will add more, once i get to

    playtest this deck fully.


    Some card explanations


    Resistance better than Imp.Decree in here, cosz

    i have to occupy three BGs anyway, and i won´t

    risk holding two systems, that would leave me

    too vulnerable.


    Overload kills EPPs, Luke, Intruder Missiles and

    X-Wing Cannons.


    Control/Set for Stun Keycard. removes unwanted

    threats and stops Icestorm/Sandstorm - cancels

    some high drains.



    If i had room, i would try to fit in

    Lateral Damage, a second Sniper/Dark Strike,

    a second Barrier and perhaps an AO to counter

    I´ll take the Leader. Fighter Cover, would be

    nice, because i still could retrieve with First

    Strike and get a drain bonus at the DBs.


    Why no Sec.Precautions Hidden-Base Flip is not

    very popular right now, even though, if i wait

    and concentrate my forces, i should be able to

    do without it.


    Why no Projective Telepathy Mainly, cosz there

    is no room. I would have liked one, but then ...


    Oh, if those dammed HDWGITM decks are played in

    your area, add a Shocking Rev, some grabbers and

    Look Sir, Droids.


    Hope you like the first deck.

    Feel free to comment on whatever you want.


    Yours,


    Black Leader

    '

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