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The Rebel Strike Team

    Deck ID: 15456

    Author: Brian "Buccaneers" Speight

    Title: The Rebel Strike Team

    Side: Light

    Date Published: 2001-04-20

    Description:
    A Rebel Strike Team that drains, battles, and stops multiple destinies.

    Rating:
    4.5

    Cards:

    'Objective Rebel Strike Team/Garrison not Destroyed


    Locations 7

    Endor

    Kessel

    Coruscant

    Rebel Landing Site

    Back Door

    Hidden Forest Trail

    Bunker


    Characters 26

    Endor Scout Trooper x6

    Hobbie

    COK

    Gen. Solo

    Daughter of Skywalker

    Crix Madine

    Dash Rendar

    Wedge, Red Squadron Leader

    Ithorian x3

    Green Leader

    Tycho Celchu

    Kensaric

    Cracken

    Greeve

    Brooks Carlson

    Junkin

    Midge

    Wuta

    Beezer

    Obi-wan w/Saber


    Ships 6

    Home One

    GS 1

    GS 3

    Outrider

    Red Squadron 1

    Red Squadron 4


    Interrupts `10

    Take the Iniative

    Out of Nowhere x2

    The Signal

    OOC/TT x2

    Jedi Presence

    Fallen Portal

    Nar Shadda Wind Chimes

    HFTMF


    Effects 7

    Entrenchment

    Access Denied x2

    Battle Plan

    Squadass

    Menace Fades

    Strike Planning


    Weapons

    Chewie’s Gun


    AO

    Combined Fleet Action


    Start

    HFTMF

    Strike Planning

    Squadass

    Usually Battle Plan(depends, I may put in Menace Fades though against RalOp or TDIGWATT) '

    Strategy: '

    ***NOTE***

    I dont’t have Tala 1, Tala 2, or Blount.


    To ion cannon The DS can draw multiple destinies. ECC 4-Lom, Mighty Jabba, ECC IG, and many more.



    Ahh, I love this deck. I love the setup and what it can do.


    Cards


    Access Denied to stop 3,720 to 1. I like it better then YISYW(plus I don’t have YISYW)


    Turns Pull COK, pull Wuta, pull a site. 2nd turn, pull Midge, get a ship out. 3rd turn, pull Brooks Carlson, and by now you should have out Gen. Solo. 4th turn, get out another scout, flip.

    5th turn, drain for about 5-6. Retrieve a scout.

    7th turn through the rest of the game just drain and retrieve. I usually win by 10, 15, 20, or higher.


    I don’t blow up the Generator because it is too card extensive, but it can help. I use to blow it up and on one turn, I blew it up they lost 8, and then I drained for 12. 20 force, boom.


    I was thinking about putting in Admiral Ackbar to get out my AO faster, so please let me know if I should in the review.


    Otherwise, this deck is pretty basic.


    Vs BHBM You win, drain and kick @$$. You have no luke, so they can’t flip. If they duel obi, that is fine. They get a beatdown next turn from my scouts.


    Vs Court Go to space and drain on the ground. Usually, they have no ships or weak ones, so just attrition them away. Control Tatooine if you see Tatooine Occupation coming.


    Vs MKOS Same as court


    Vs HD Tough. I have only played one, and only won by 4.


    Any other deck, just drain and retrieve. '

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