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Rebel Strike Team V 2 0

    Deck ID: 15485

    Author: Brian "Buccaneers" Speight

    Title: Rebel Strike Team V 2 0

    Side: Light

    Date Published: 2001-04-22

    Description:
    Need a lot of reviews for NC States.

    Rating:
    4.5

    Cards:

    'Objective Rebel Strike Team/Garrison not Destroyed


    Locations

    Endor

    Kessel

    Rebel Landing Site

    Back Door

    Hidden Forest Trail

    Chief Chirpa’s Hutt


    Characters

    Endor Scout Trooper x6

    Hobbie

    COK

    Gen. Solo

    Crix Madine

    Dash Rendar

    Wedge, Red Squadron Leader

    Ithorian x3

    Green Leader

    Tycho Celchu

    Kensaric

    Cracken

    Greeve

    Brooks Carlson

    Admiral Ackbar

    Luke, Rebel Scout

    Junkin

    Midge

    Wuta

    Beezer

    Major Hassh’n


    Ships 6

    Home One

    GS 1

    GS 3

    Outrider

    Red Squadron 1

    Red Squadron 4


    Interrupts

    Out of Nowhere x2

    The Signal

    OOC/TT

    Fallen Portal

    Nar Shadda Wind Chimes

    NOOOOOOOOOOOO

    It’s a Trap

    HFTMF


    Effects

    Civil Disorder

    All My Urchins

    I hope She’s Alright

    Battle Plan

    Squadass

    Menace Fades

    Strike Planning


    Weapons

    Chewie’s Gun


    Start

    HFTMF

    Strike Planning

    Squadass

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


    NOTE


    When I get Tala 1 and Blount they will be in here. Please let me know what to take out, thanks. '

    Strategy: '

    ***UPDATE as 4/23***


    I took out All My Urchins, Obi/w saber, Chewie’s gun, Civil Disorder, Fallen Portal, all of the troopers, Nar Shadda Wind Chimes. I added Tala 1, Tala 2, Lt. Blount, Advantage, Wookie Strangle x2, Ultimatum, Balanced Attack, Luke’s Saber, Coruscant, Grimtaash, and Close Air Support.


    ***End Update***


    Cards


    Turns Pull Crix and/or Solo, 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 @$$. Give them Luke, and drain. 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. Cancel Visage, don’t deploy Blount or Cracken because of Put all Sections on Alert Then they drop a beatdown squad. If that happens play It’s a Trap and that will save you, hopefully. If you deploy Luke, watch out for Dueling. Just drain.


    Any other deck, just drain and retrieve.

    '

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