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The Invincible Rebel Strike Team v 2 0

    Deck ID: 16453

    Author: Ricky "TANTRUM" Martinez

    Title: The Invincible Rebel Strike Team v 2 0

    Side: Light

    Date Published: 2001-06-04

    Description:
    Due to everyone saying I need to blow up bunker, well here it is, Hey it wins by a whole lot more

    Rating:
    4.0

    Cards:

    'Starting(7)

    RST/GD

    EndorLanding Platfrom

    Endor

    The shield is down

    HFTMF

    Strike Planning

    Squadron assignments


    Characters(25)

    Gen Solo

    Gen Madine x 2

    Orrimarko

    Beezer

    Ithorian x 2

    LSJK x 2

    Wedge RSL

    Corran Horn

    Lt Greeve

    Sergent Brooks Carlson

    Corp. Janse

    Corp Mildge

    Gen Calrissian

    Dash Rendar

    DOS

    Arcona

    Lt Page

    Major Panno

    Geezum

    Chewy OK

    Corp Kensaric

    Seargent Junkin


    Sites(5)

    Jungle (NU)

    EndorBack Door

    Endor Forest Trail

    EndorGreat Forest

    Endor Bunker


    Ships(6)

    Skiff x 3

    Outrider

    Gold Squadron 1

    red Squadron 1


    Weapons(6)

    Anakins stick

    Explosive Charge x 3

    Portable Scanner

    Chewys Bowcaster


    Effects and Interrupts(10)

    Signal

    Battle Plan

    Hiding in the garbage

    YISYW

    I know

    Its a trap x 2

    HOTJ

    Insurrection

    Menace Fades


    Epic Event(1)

    Deactivate Shiedl Generator '

    Strategy: '

    Saying I get beat down, its not just beezer and madine , its also solo. if they give you 2 force like most decks nowadays you save it to cancel a destiny if they come down, .


    OK everyone said to blow up the bunker so i gave it alot of thought and i found the best way to do it. Ok here goes


    First turn Before activating pull madine and solo, if one in hand pull lando. Activate. Drop Madine, and Solo for 5. Pull Beezer, Pull Scanner, Pull Back Door, if enough force pull Bunker if not dont worry.


    Second Turn Avtivate, pull a charge in control phase. Pull Junkin, Drop him with the others, move to bunker.


    Third Turn Pull charge, pull chewy , drop him down now u can cancel ddestiny if by chance they fight you. Drop 2 charges.


    Forth turn give it a shot to blow the bunker away have to draw a 5 with two destinys should be able to do it, it cripples opnonet cause hand goes to use pile. Pull geezum to pull sits to drain.


    Fifth turn Pull Midge and start draining, from here on out its just instinct but its always nice to know if by chance you lose its not the decks fault because it doesnt let you down, awesome rst/gd deck '

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