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Chain Of Command (Texas State Champion Hunt Down)

    Deck ID: 14976

    Author: Justin "hoostino" Warren

    Title: Chain Of Command (Texas State Champion Hunt Down)

    Side: Dark

    Date Published: 2001-04-02

    Description:
    This deck won me the 2001 Texas State Championships, suffering only a timed loss by 10 throughout 5 games during the tournament.

    Rating:
    4.5

    Cards:

    'Locations (6)

    Carida

    Cloud City East Platform (Docking Bay)

    Death Star Docking Bay 327

    Executor Docking Bay

    Executor Holotheatre

    Executor Meditation Chamber


    Characters (17)

    Lord Vader x3

    Darth Vader, Dark Lord Of The Sith x2

    Grand Moff Tarkin x2

    Mara Jade, The Emperor’s Hand x2

    Emperor Palpatine x2

    Janus Greejatus

    Sim Aloo

    Grand Admiral Thrawn

    Admiral Chiraneau

    Guri

    Prince Xizor


    Starships (5)

    Boba Fett In Slave I

    Bossk In Hound’s Tooth

    Zuckuss In Mist Hunter

    Chimaera x2


    Interrupts (17)

    Evader & Monnok

    Force Lightning

    HoloNet Transmission x2

    I Have You Now x2

    Imperial Command x3

    Masterful Move x2

    Operational As Planned

    Prepared Defenses

    Sniper & Dark Strike

    Twi’lek Advisor x2

    You Are Beaten


    Effects (10)

    Crush The Rebellion

    Imperial Arrest Order

    Lateral Damage

    Mobilization Points

    No Escape

    Search And Destroy

    Secret Plans

    Something Special Planned For Them

    Visage Of The Emperor x3


    Weapons (3)

    Mara Jade’s Lightsaber

    Vader’s Lightsaber x2


    Objective

    Hunt Down And Destroy The Jedi/Their Fire Has Gone Out Of The Universe

    '

    Strategy: '


    DECKLIST ERROR The effect total is really 11, not 10. Thanks, Mike.


    UPDATE Okay, dueling isn’t nearly as effective as it was before RII simply because of WYS. Against WYS, Ben will very rarely hit the table, and Luke will either hide in a Patrol Craft or they will just cancel VO with Run Luke, Run. I’m not about to devote 6 cards when WYS is one of the most popular decks in existence. That’s just silly. If all you see is mains and no one plays WYS in your area, then by all means play a dueler.


    Many of you are partial to the idea of removing a Masterful Move. I would advise against this for a few reasons. One, it is key to making HoloNet Transmission work so consistently. Rarely will Visage be canceled, unless your opponent gets a OOC&TT (or TT) in their opening hand. Secondly, it useful for pulling Visage, which is then conveniently tracked through Janus or OAP. It also saves me from burning Twi’leks to find a backup Visage, when oftentimes the Twi’lek is needed for something else. Lastly, it is a very easily tracked SIX. There are no other DS trackable sixes that can be played at any time without certain cards out (that I can think of). Sometimes a five just won’t cut it.


    4/12 - I updated a few things, particularly the matchups section. Hope it helps.


    4/18 - I just wanted to address WYS. John Sneed, my opponent in the finals at States, handed my WYS its only tournament loss EVER with a deck very similar to this. And I had Jedi Luke and an OCC/TT in my opening hand. Most WYS decks rely heavily on controlling the Tatooine system. I rarely fail to take control of the system, and stop Menace Fades and use Battle Plan to MY advantage. Also, Celebration is negated, and SSPFT/SP greatly hinders Harvest. Palace Raiders require caution, but all you must do is keep Visage working and keep a steady drain going (recall that Chiraneau will be at Tatooine, giving me a drain of 3 there alone). If you can cause about 6-7 cards a turn to hit their lost pile each turn, they have no chance. They can only try to battle you to stop the damage, and by that point, I’ll have tracked and will use my tricks to give me the advantage (Command/Guri will own space). There are so many things that happen and even go wrong, but trust me, there is more than enough stuff in here to maintain on the ground and in space. Sometimes it just requires some skill. Monnok owns Palace Raiders, BTW.


    4/29 - Many of you are concerned about German Beatdown WYS. And you should be, because it is very problematic for this deck, enough so to cause me to change a few cards. What did I add? Two Battle Deployments. You have to play cautiously in this matchup. In the early game, STAY OFF OF TATOOINE Drain at your docking bays and keep Visage going with HoloNet and backups. Draw until you can assemble your space. Deploy the Chimaera, Thrawn and Guri (I also added a second copy of her) to Tatooine, but don’t deploy Chiraneau if you suspect they will have Admiral’s Orders (most do). Deploy Battle Deployment. Now, it will stay out because of Thrawn’s text, which won’t work if Chiraneau is out. Now move your characters to Tatooine to drain and contest them. They won’t be able to drop a beatdown, and you will have the upper hand in drains/damage. Also, back up the Chimaera with other ships to cushion against Darklighter Spin. It’s a hard matchup, but can be won easily with skill.


    Also, someone mentioned something about Tarkin being useless. NO Fallen Portal is a bane of this deck, and Tarkin is the best Portal defense out there short of Sense. DO NOT REMOVE TARKIN if anyone plays Hidden Mains in your area

    END UPDATE

    This is the style of Hunt Down you should be playing. I worked with Hunt Down forever after Reflections 2, and discovered Imperial Command is the way to go if you want to meet success against WYS. This deck beats almost anything thrown at it. Through tracking, it can own virtually anything on the ground. In space, it is almost uncontested by any conventional deck.


    Start

    Hunt Down And Destroy The Jedi/Their Fire Has Gone Out Of The Universe

    Executor Holotheatre

    Visage Of The Emperor

    Executor Meditation Chamber

    Prepared Defenses

    Imperial Arrest Order

    Mobilization Points

    Crush The Rebellion


    CARD EXPLANATIONS/TECH AND TRICKS'

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