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WTF Lightside Manip deck based on MF s Article

    Deck ID: 1509

    Author: Mike "Iceman" Fitzgerald

    Title: WTF Lightside Manip deck based on MF s Article

    Side: Light

    Date Published: 1999-12-02

    Description:
    This is a deck based on my article ' Manipulation Means for the Lightside'.It is a decent deck. Weird and interesting. It's pretty nasty too. Something to ponder in the closing days of Pre-ECC.

    Rating:
    4.5

    Cards:

    'Start ( 3 )
    O's hut
    CPlanning
    Beggar's Canyon

    Additional Locs ( 8 )
    Y4 MHQuarters
    RPoint
    YWar Room
    CC Guest Quarters
    H War Room
    Endor Chirpa's Hut
    Y4 MRuins
    D Y's Hut

    Characters ( 17 )
    Oola x2
    Elom x13
    Yoxgit x2

    St'ships ( 2 )
    Leaders x2

    Effects ( 21 )
    Beggar x5
    Civil Disorder x2
    NTMTOdds x4
    Revo x4
    Traffic Control
    Order to Engage
    Yargna x2
    Anger , Fear , Aggression
    Battle Plan

    Interrupts ( 9 )
    Grimtaash x3
    Nar Shaddaa x2
    Signal
    TTerminated x3'

    Strategy: '

    Errata - The extra Yargna and AFAggression should
    be Landing Claws. Gotta love this new feature.

    Basic - This is a blend of a lot of manipulation
    techniques and really can't be meta-ed for too
    well.

    Start O's Hut and grab Beggar's Canyon. People
    may laugh but they might play a lot more cautious
    knowing that Beggar comes down for free.

    Notes Basically you do some big-time Manip on the opponent with Oola , Grimtaash , Revolution ,
    Battle Plan and Beggar. You force some huge concerns because they'll need to get balanced
    stuff to fulfill Battle Plan , need to get #s
    protection , and deploy stuff while getting Oola-ed. You'll be amazed how fast a game can be when
    the opponent has to deploy a card with ability ,
    then battle , and pay to drain -- that force pile
    depletes quickly.

    I'll analyze how it works. First stage Activation= Revolution and Beggar play m@#$%ive tricks on their activation. The additional locations means that this deck usually activates like 14 on about turn 4 and maybe more with Revs while the opponent is in trouble. #s also plague activation in future for damage. Stage two Control= Battle Plan ; they have to pay to drain while they try to set up junk and avoid beatdown ( you on the other hand just Claw in space). Stage three Deployment = Civil Disorder + Oola - Well here is a nice stinger. Oola messes with their hand and CDisorder does damage so they'll have to hope to get Blue stuff and hope that it doesn't get beat down-- that's where the aforementioned Beggar's Canyon runs its pyschological effect 'do I deploy when he's got Beggar out and possibly Draw Their Fire and he's generating +14 force ?' tough question. Next phase Battle - Order to Engage -- Battle me with your Imperial Scrubs against my power 4 Eloms or lose force. Now your saying most decks might have counters. You'd be amazed how this deck can dodge them-- Revo and Beggar stop a decent amount. The three Grimtaashes are really the killers because in conjunction with Beggar and Oola they are in a tough spot. Remember that you can try to Used Grimtaash for Oola or if you think that the opponent has multiple Evaders in hand you can Lost Grimtaash to check.

    Now that I've got all that basis and stuff out of the way I'm on to specifics

    HDADTJ- 3 Transmission Terminateds. No Obi , No Luke. Did I mention Power 4 Eloms and a chick that can make sure Vader never hits the table again ?

    ISB- Order to Engage , Battle Plan , Eloms if they use Imperials. Oola if they use Uniques. This deck actually was able to smack around an Outer Rim Scout deck because of the Numbers and Activation bonus.

    ORumors - Basic stuff. Claws help suck up the drains and #s can do m@#$%ive damage. Don't get me started if they have a scrub in the Bunker...

    Normal Ops- This is where the deck is a little weak because the #s don't sting. Order to Engage and the ability to wipe away 'buddies' and the Claw does though...

    Ralltiir Ops- Um , everything in this deck hurts this deck type.

    You may wonder if it is too comboliscious but it actually works well and sets up quickly and Yargna helps v. Monnok. It may not look good but it works. When it is fully set-up basically you get to tell the opponent to do X during every phase or lose Y force.

    Mike Fitzgerald / D'akturak

    '

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