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It Came From the Dune Sea

    Deck ID: 14293

    Author: Mason "Palleon" Johnson

    Title: It Came From the Dune Sea

    Side: Light

    Date Published: 2001-03-05

    Description:
    AITC mains that drains, Battles, Retrives, and Wins.

    Rating:
    4.0

    Cards:

    'Objective (1)

    Agents In The Court/ The Other Side


    Locations (10)

    Dagobah Yodas Hut

    Home One War Room

    Hoth Echo Command Center

    Jabbas Palace Audience Chamber

    Rendezvous Point

    Tatooine Hutt Trade Route

    Tatooine Jabbas Palace

    Tatooine Docking Bay

    Yavin 4 Massassi Headquarters

    Yavin 4 Massassi War Room


    Characters (18)

    Captain Han Solo x2

    Chewbacca, Protector

    Lando With Vibro Ax x2

    Leia With Blaster Rifle x2

    Lieutenant Blount

    Luke with Lightsaber x3

    Corran Horn

    Dash Rendar

    Obi-Wan With Lightsaber x3

    Orrimaarko

    Tawss Khaa


    Starships (3)

    Millennium Falcon x2

    Home One

    Outrider


    Weapons (1)

    Anakins Lightsaber


    Interrupts (19)


    Clash Of Sabers

    Control & Tunnel Vision x2

    Courage Of A Skywalker

    Heading For The Medical Frigate

    I Know

    Out Of Commission & Transmission Terminated x2

    Fallen Portal x2

    The Bith Shuffle & Desparate Reach

    The Signal x2

    Weapon Levitation x2


    Effects (12)

    Battle Plan

    Draw Their Fire

    Honor Of The Jedi

    Whatre You Tryin To Push On Us?

    Sandwhirl x2

    Do or Do Not & Wise Advice

    Tatooine Celebration

    Bacta Tank

    Matellrin Savrip

    Your Insight Serves You Well '

    Strategy: '

    The Basics The main plan is just to activate and prepare your forces and wait for an oppurtunity to take the foght to them. This deck is designed to combat MKOS or Court, but it can also do a number on Hunt down or BHBM.


    Starting the Game Start Agents in the Court ant the Hutt Trade Route. Your other site will depend on your opponent. If you are playing against court always play Audience Chamber and if your playing MKOS usually Star Tatooine Jabbas Palace. Against everything else just start the Audience Chamber. Use your sandswirls to their best advatage in the desert and make them lose their character in the sand. Start Wise Advice against BHBM and use YISYW to pull the effect you need Battle plan, DTF, Etc. Battle plan is great to stop your opponent from draining early.


    The Cards


    Characters 17 is plenty to lay waste to any characters they throw at you. Most are mains use Captain Han Solo on the Falcon in space. Use Lando, luke, Chewie, Leia, and Obi-wan to crush them wherever they deploy, but if you can try to stay on Tatooine. No real tricks just raw power.


    Locations Just a bunch of 2/0s these totally choke off opponents force. You will be activating as much as 10 more force then your opponent. Dont worry their are 10 of them you should draw at least one in your opening hand. Tracking is easy with this deck with all of the force you activate. You will kick in battles with trcked destinies.


    Starships The Super Falcon, Home One , and Outrider. These are the most powerful ships in the rebel fleet. Dont worry about these.


    Interrupts It really helps VS. BHBM. Control and Tunnel Vision is great to get the cards you need or cancel your sandswirls at the right time or just cancel a big force drain. Clash is great,

    Gift of the Mentor is a monster against Court or MKOS. Use Weapon Lev. To steal their weapons and make them pay for it with yours. Bith shuffle their tracking and Signal for the right effects. These are the key to the deck.


    Effects Battle Plan kills their early force drain and hurts them the entire game. Honor is Great against Hunt Down. Sandswirl is this decks main Tech. It can illiminate their character at just the right time. Use Wise advice against BHBMs SAC. You can trck your effects high destinies and destroy whats left of them.


    Destiny You dont have to worry this deck has a truckload of high destinys and you can track like a champ with all this activation.


    Decks Progress this deck is 12-0 at local tournaments most of the wins were against lower level players, but as you can tell thats not the reason its winning.


    The Match Ups


    VS. Court Start the AC and choke their force early. You will out activate your opponent by tons. Take over the Court. Beat the down as often as possible.


    VS. BHBM Sandswirl vader if he comes down drain where you can on TAT early and make them use their SAC on things like Tunnel Vision. Just battle like a champ with your mains and you should prevail, but be careful.


    VS. Endor Ops Infiltrate the bunker and rely on direct damage as well as drains. Use the falcon and Home One in space to drain and turn their fleet to dust. Not to Difficult. Watch For Thrawn on Chimera.


    VS. Hunt Down Sandswirl your troubles away if vader comes to you. Use luke and Obi for suicide missions on Tatooine. A very tough game, but your superior activation will help greatly. Track your destinys and use Courage.


    VS. MKOS Play smart just like Court just take over TAT Jabbas Palace and they should be so choked for force they wont have a chance.


    VS. Tie Swarm Use the Falcon and Home One, and battle plan be careful and you can win.


    VS. SYCFA Scum Watch for them converting your locations. Dont let them get S & V working and your mains should dominate.


    Thanks for reding and Reviewing '

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