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Moffwicket’s WYS

    Deck ID: 14153

    Author: Justin "MoffWicket" Alfs

    Title: Moffwicket’s WYS

    Side: Light

    Date Published: 2001-03-01

    Description:
    WYS that holds its own in space and wrecks the ground. Retrieves a ton too.

    Rating:
    4.5

    Cards:

    'Starting

    Watch Your Step

    Tatooine

    TDB94

    TCantina

    Heading...

    Squassin

    Staging Areas

    Insurrection


    Locations

    Lars’ Moisture Farm x2

    DB


    Characters

    Owen & Beru x2

    Han w/blaster x2

    Chewie Protector x2

    Lando w/blaster x2

    Luke w/saber

    Jedi Luke

    Wedge

    Melas

    Talon Karrde

    Theron Nutt

    Dash Rendar

    Mirax

    Palace Raider x2

    Raltiir Freigher Capt x4


    Weapons

    Luke’s saber


    Adm Orders

    I’m on the Leader


    Vehicles

    Patrol Craft x2


    Starships

    Outrider

    Red squad 1

    Red 10


    Effects

    Insight

    Ounee Ta

    Aim High


    Interrupts

    Fallen Portal x3

    Harvest x3

    Insertion Planning x2

    Control/Tunnel Vision x2

    OOC/TT x2

    Slight Weapons Malfunction

    Blast the Door, Kid

    On the Edge

    Sorry About the Mess

    Nar Shadda/Out of Somewhere



    '

    Strategy: '

    Vs. RalOps start Ounee Ta instead of Staging Areas. Take over their planet. Game over.


    Vs. Court start Aim High ahead of Squassin. Being able to pull Zuckuss/Bossk in ships means they will hurt you in space, so wait a while and just pick up/tunnel vision to get ships and pilots. Then beatdown when you’ve got enough ability.


    Vs. everything else

    Pull your docking bay. Go for the first turn flip if you can. Most of the time you’ll get cheap enough guys in your opening hand. Put at least one at each docking bay, or if you’ve got Blast the Door, to the cantina. Feel free to put Dash in ship out to the system, just remember to deploy them to the <>db (the ship is free there, and taking off is free). Lose your interrupts to early force drains. Back up your guys second turn and pick up for future beatdown characters and retrieval. Don’t deploy the farm until you want to Harvest. Harvest back characters, Harvests, OOCs, and Insertion Plannings. You want the other interrupts in the lost pile. Save the On the Edge until you lose something you can’t live without (both farms, both Owen/Berus, the Outrider) or until late game. There are four 6s and several 5s to track. Harvesting back 6s is a very easy way of ensuring a good On the Edge. Blast the door, kid is a god card. Most DS beatdowns come from high ability guys, so it usually ends the battle. It always ends the battle when your only character(s) are ability >2. If your opponent sees it in the lost pile, it can greatly change his strategy. OOC/TT wrecks Hunt Down. '

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