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DS Ground Pound

    Deck ID: 153

    Author: Joseph "Screwdriver" Gaus

    Title: DS Ground Pound

    Side: Dark

    Date Published: 1999-08-19

    Description:
    This deck is meant to be a battle oriented-drain heavy deck. It's slightly different than most decks because there's a prepared 'sideboard' depending on your metagame.

    Rating:
    3.5

    Cards:

    'Starting(3)
    Cantina
    Jabba's Palace
    Combat Readiness

    Locations(9)
    Tat Audience Chamber
    Tat Jundland Wastes
    Tat Lars Farm
    Tat Tusken Canyon
    Endor Dark Forest
    Endor Back Door
    CC Port Town District
    CC Downtown Plaza
    Hoth Defensive Perimeter

    Characters(13)
    Grand Moff Tarkin x2
    Commander Igar
    DS-61-2
    DS-61-3
    DS-61-4
    Lieutenant Commander Ardan
    Zuckuss
    Brangus Glee
    Jabba the Hutt
    Bane Malar
    Djas Puhr
    Gailid

    Vehicles(5)
    Tempest 1
    Tempest Scout 6
    Blizzard 2
    Dune Walker x2

    Starships(4)
    Executor
    Death Squadron Star Destroyer
    Dreadnaught x2

    Effects(7)
    Bad Feeling Have I
    There'll be Hell to Pay
    Presence of the Force x2
    Secret Plans
    Security Precautions
    Battle Order

    Interrupts(2)
    Twilek Advisor x2
    Those rebels won't escape us

    Metagame Option 1 (16)
    Scanning Crew x12
    Darth Vader x3
    There is no Try

    Metagame Option 2 (16)
    EPP Vader x3
    Monnok x2
    You are Beaten x2
    Elis Helrot
    Masterful Move
    Those rebels won't escape us
    Alter x3
    Sense x3'

    Strategy: '

    This deck was designed using metagame option 1 immediately after endor came out. No one was prepared for scanning crews and the deck did wonderfully. RIGHT after that tournament I developed it's second option, for tournaments I felt would be prepared with shocks. The deck starts off with a classic immune to revo start, ideally scan and drain early, gaining an advantage. Sooner or later they catch up, but the deck is meant to be too powerful to stop once you have that card advantage. When not playing the scan, the deck has cards that help fight off the rebels. Against hidden base, you twilek for SecPrecs as soon as possible and go probing, the 4 ships generally does the trick. You can often spread and drain against HB easily as well. The deck generates enough force to have a healthy ability to fight revo decks, and normally the revo decks are so concerned about revo, they don't have the power (even in EPP's) to fight the walkers and DS power. YaB helps against those EPP's in metagame 2 option, while the scans do wonders against the EPP's in metagame 1 (revo decks are rarely prepared with shocks). LS ops can be trouble, the idea there is that you get your ships to his ops planet and use Battle Order. Those rebels won't escape us (one in the deck, a second if using metagame 2 option) will help clear off landing claw.'

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