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WYS Falke Beat Down

    Deck ID: 15370

    Author: Martin "MylordMartin" Falke

    Title: WYS Falke Beat Down

    Side: Light

    Date Published: 2001-04-17

    Description:
    Imagine, you have a light deck that beats everything. Not possible? Look at this...

    Rating:
    4.5

    Cards:

    'Starting 8

    Watch your Step

    Tattoine

    Cantina

    Tat. DB

    Heading

    Squad Ass.

    Insurrection

    First Strike


    Locations 3

    Kessel

    Home1DB

    Gen.DB


    Characters 18

    Jedi Luke

    Luke with Saber

    Han with Blaster (x2)

    Chewie with Blaster

    Lando with Blaster

    Melas

    Dash (x2)

    Mirax (x2)

    Palace Raider (x2)

    Ralltiir FC

    Talon Karrde

    Wedge

    T. Nett

    Artoo and Threepio


    Ships 6

    Gold Squad 1 (Imm to Roll)

    Red Sqad 1

    Pulsar Scate

    Outrider

    Red 10

    Patrol Craft


    Green Cards 2

    X-wing Laser Cannon

    Landing Claw


    Effects 5

    Beggar (x2)

    Menades Fades

    Battle Plan

    Celeberation or Bacta Tank


    Interrupts 17

    Hyper escape

    Tunnel / Control (x2)

    Artoo, I`ve got a bad...

    I`ve got a bad... (triple card)

    Run Luke, Run

    Houjix/ OON

    OOC/ TT

    Rebel Barrier

    Power Pivot

    On the Edge

    A Few Maneuvers

    Darklighter Spin (Anti Guri)

    Sorry/ Blaster Prof.

    Were you looking for me???

    Effective Repairs

    Grimtash/Shocking


    Adm. Order 1

    I`ll take the Leader

    '

    Strategy: '

    ***Update 1***

    To Chessmaster

    If your opponent plays Operational as planned,

    Imperial Supply or other cards, steal this

    force with your Beggar to. You can play a

    character to another location, play OOC/TT,

    use Mirax` gametext or even use this one force

    to start your battle and don`t forget to say

    thank you very much...

    ***end update 1***


    ***update 2***

    to kappdendo

    Do you know about playing Interrupts also from Lost Pile???

    I play them only ONE time. Then the match is over

    Same with my Admirals Order. I only need this effect in the turn I want to battle.

    And the Beggar is not for getting more force from my

    opponent, this card is only prevents my opponent playing

    Interrupts in battle. If he has no force activated, I don`t need this card

    ***end update 2***


    ***update 3***

    swccg, please read this card again

    Run Luke, Run

    At any time, move Luke (for free) to a battle just initiated

    at an adjacent site.

    Luke is power +2 during that battle, unless Vader is present

    or adjacent to the battle site. OR You may cancel Vader`s

    Obsession.

    This means that Luke is not power +2 in a battle where Vader

    is present That`s all. You can still play this card.

    ***end update 3***



    This is the reason why Light Side ALWAYS wins.

    Bastian Winkelhaus (he played a very similar

    version) and me played three times each other

    at our Nationals and each game Light Side

    won by at least 20.


    The method is always the same


    You start with Draw their Fire, so in a battle

    you initiate your opponent have to pay for each

    Interrupt. With Beggar he does not have any

    force. (Beggar cannot be canceled, Alter cannot

    be played because of your Objective)


    Deploy until you have one power less than

    your opponent, initiate battle and double (triple

    with Han) the battle damage. Play your interrupts

    to reduce the opponent`s Power (Blaster Prof.,

    Power Pivot, Artoo, I`ve got..., Dash`s gametext,

    X-wing Laser Cannon) or to raise your Power (Run,

    Luke Run, Were you looking f. m. to add a destiny).

    So you can deal 30, 40 or more battle damage in

    ONE Battle. No Ghkkk.


    The triple card can be catched by Artoo and Cpo,

    the gametext of bad feeling I have is suspended.

    Also your Objective gives a destiny bonus for two

    smugglers and Mirax is very helpful for tracking.


    Ok, let us see how it works in gameplay

    Vader at the Docking Bay. Power 6. Deploy Beggar,

    Han and a Raider, Luke to Cantina, battle,

    triple, Run Luke, Run.

    3 destinies for you, one for him. My total is nine,

    he draws a 3. My Power is 19, his power 9.

    30 Cards - game over.


    Xizor and Mighty Jabba?

    Beggar, Han, Lando. Battle, triple, shot

    Xizor, Blaster Prof. to cause to be immediately

    lost. Your total destiny is 6. Your Power is 13,

    his power is 6. Battle damage of 21.


    And how does it in space?

    Trawn, Guri, Chimaera.

    Dash in Outrider, Artoo and Cpo, Wedge in Red 1.

    Battle, double, Artoo, I`ve got a bad f.,

    Darklighter Spin for 6 and a tracked 5 for normal

    destiny, HeadingFAMF from Lost Pile. Power 24 to

    Power 7. Differential of 17, double is 34.

    Trawn, Guri and Chimaera for 24. 10 Cards more and

    a drain for 3 at Kessel for the rest of the game.

    And this was without the Cannon/Power Pivot Combo.


    This also works against TIE`s of any kind. They

    cannot use their weapons and I´ll take the leader

    hurts very well. With two ships you can defeat the

    whole Dark Side Fleet.




    There`s no special matchup to describe. In each

    game your opponent will deploy something to the

    space or to the ground and then you can kill him.


    First when you play this deck, flip with the

    two systems. (If you expect heavy space, go to the

    sites, of course)

    An early drain of three at Kessel (or two at cantina)

    will force your opponent to do something. Then draw

    the cards you need and wait for your beatdown.



    If you try to play this you have to able to track

    some destinies. This deck cannot win itself, you

    must learn how to play. It is not so easy to find

    the right moment to do your beatdown, and in most

    of the games you have only one chance.



    Here a few cards which could be the 61th card

    1. Sommersault

    2. Slight Wpn Malf.

    3. Don´t get @#$%y

    4. Master Luke (against scum...)

    5. 2nd OON/TT

    6. 3rd Tunnel/Control

    7. Capt. Han

    8. Corran Horn (yes, for 10 Force)

    9. Clash of Sabers (with 2 EPP Luke, but everyone plays Crush)

    10. Revolution

    11. Ou ne ta (grrrrr)

    12. Your Insight serves you well


    Martin Falke, 2nd at Ralltiir National



    p.s. please don`t rate my English, rate my deck.. '

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