DeckTech.net
Home
 Card Games?
About DeckTech
FAQ
DPC
Star Wars CCG
Home
  About the Game
Decks
Tournament Reports
CCGs
MagiNation Duel
Lord of the Rings Card Game
Star Wars Customizable Card Game
Star Wars Trading Card Game
Star Trek Customizable Card Game
 
Rough Sanctuary

    Deck ID: 14714

    Author: John "Parn12" Digiovanni

    Title: Rough Sanctuary

    Side: Light

    Date Published: 2001-03-19

    Description:
    Just a thought I’ve been kicking around, let me know what you think

    Rating:
    4.5

    Cards:

    'Starting (8)

    Watch Your Step

    Tatooine

    Tatooine Docking Bay 94

    Tatooine Cantina

    Heading For The Medical Frigate

    Insurrection

    Staging Areas

    Squadron Assignments


    Locations (9)

    Kessel

    Spaceport Docking Bay

    Asteroid Field x5

    Big One x2


    Characters (16)

    Ralltiir Freighter Captain x3

    Wedge Antilles

    Luke Skywalker

    Jedi Knight Luke

    Captain Han Solo

    ECC Lando

    EPP Han

    Dash Rendar

    Leebo

    Mirax

    Talon

    Chewie w/ Gun

    Protector Chewie

    Melas


    Starships (6)

    Red Squadron 1

    Millennium Falcon

    Artoo In Red 5

    Pulsar Skate

    Outrider

    YT-3000 Freighter


    Interrupts (12)

    OOC/TT x2

    The Signal x2

    Fallen Portal

    Rebel Barrier

    Control/Tunnel Vision x3

    A Few Maneuvers x2

    Closer? x2


    Effects (7)

    Legendary Starfighter

    Bacta Tank

    Menace Fades

    Tatooine Celebration

    Asteroid Sanctuary

    Rycar’s Run

    Kessel Run


    Orders (1)

    I’ll Take The Leader '

    Strategy: '

    This deck is pretty much blatently straightforward, on paper. Its made to play more as a ’rouge’ WYS deck, more to keep the field fresh and the dark side on its toes. It causes heavy havoc with HEAVY potiential for direct damage with a little retrieval splashed in on the side, and a few drains to go along with all of that.


    Go to get Kessel in hand early, grap the spaceport db too, two less 0’s to worry about (7 more to go, huh?). Get any asteroids you can early, hang onto them if you can, but if you fear Monnok go ahead and drop them. Don’t give up the Kessel icons too early, just let it remain in your hand until you can get over to it and make use of the drain. Try to complete a Rycar’s and Kessel Run as early as you can, that way its out of the way and doesn’t have to be bothered with again, plus the little you can possibly retrieve may only be helpful in the beginning. Kessel Run is almost a gag, but it has potiential if he drops a system with Mob. Points (which frequently happens), so you go from 1 parsec jump to about 5... which is easy to accomplish still, make his deck work for you too, otherwise just get the 1. Set up Asteroid Sanctuary if you can, get that going early too, the more loss the earlier the more pressure you put on him.


    The main reason, naturally, for the Runs is Leebo, who can punish your opponent massively in conjunction with Sanctuary (up to 6 per your control phase, 7 or 8 if you can play Legendary Starfighter too, plus drains). Play smart and there shouldn’t be too much to worry about.


    Closer? speeds up the Rycar’s Run, as well as can get some running distance if you need it into the asteroids, and it is free movement too, thanks to all the smugglers. Also a recyclable destiny 6 used.


    Jedi Knight is for Hunt Down and BHBM, I tend to find him more useful in a general sense than rebel scout, but that is just my preference, use whatever makes you happy.


    A Few Maneuvers is for when your opponent either shoots at your ships, draws an unusually high asteroid destiny, or plays a system with parsec of 1 or 0 (Coruscant as in AOBS/ISB) and you want to get some force back with a larger than normal Kessel Run. Another used 6.


    I’ll Take The Leader is too useful to just overlook in the deck, though it has no relation to the direct damage idea. It does boost docking bay drains and adds more immunity (not to mention knocking power away).


    This deck isn’t typical WYS high destiny, sorry, any deck that plays asteroids takes a huge destiny hit, just deal with it. Once you get the Sanctuary and all set up, your opponent’ll have his work cut out for him, especially if you run into the stroids (as my ships will typically last longer against the draws than his).


    Play your game, and put loads of pressure on and make him crack, that’s the goal, lol. Either that or just run him into the ground with damage and drains. Suggestions and comments would be well appreciated, as this deck is still half in the developmental stages, lol. Thanks, and keep the decks coming '

Terms of Service, TM, and ©2002 www.decktech.net. All Rights Reserved.