DeckTech.net
Home
 Card Games?
About DeckTech
FAQ
DPC
Star Wars CCG
Home
  About the Game
Decks
Tournament Reports
CCGs
MagiNation Duel
Lord of the Rings Card Game
Star Wars Customizable Card Game
Star Wars Trading Card Game
Star Trek Customizable Card Game
 
Mike`s Dark Deal v 1 0

    Deck ID: 16519

    Author: Mike "Mikey P" Panayotou

    Title: Mike`s Dark Deal v 1 0

    Side: Dark

    Date Published: 2001-06-06

    Description:
    Post-Tatooine Dark Deal deck, based on the ECC Objective. Excellent force greneration platform.

    Rating:
    4.5

    Cards:

    'Locations (6)


    Cloud City West Gallery

    Cloud City Chasm Walkway

    Cloud City Upper Walkway

    Bespin Cloud City

    Bespin

    Carida


    Characters (18)


    Emperor Palpatine

    Darth Maul x2

    Darth Vader, Dark Lord of the Sith

    Lord Vader

    Darth Vader w/Lightsaber

    Grand Moff Tarkin

    Mara Jade, The Emperor’s Hand

    Dengar with Blaster Carbine

    Aurra Sing

    Janus Greejatus

    Sim Aloo

    Guri

    Prince Xizor

    Commander Igar

    Admiral Piett

    Admiral Ozzel

    Grand Admiral Thrawn


    Starships (7)


    Boba Fett in Slave I

    Bossk in Hound`s Tooth

    OS-72-1 In Obsidian 1

    OS-72-2 In Obsidian 2

    Zuckuss in Mist Hunter

    Chimaera

    Executer


    Vehicles (2)


    Blizzard 2

    Tempest 1


    Weapons (3)


    Vader`s Lightsaber

    Mara Jade`s Lightsaber

    Darth Maul`s Lightsaber


    Effects (11)


    Dark Deal

    Battle Order

    You Cannot Hide Forever

    Cloud City Occupation

    Fanfare

    Lateral Damage

    Search and Destroy

    Secret Plans

    I`m Sorry

    Mobilization Points

    Crush the Rebellion


    Podracers (1)


    Teemto Pagalies` Podracer


    Interrupts (11)


    Weapon Levitation

    Imperial Command x2

    Twi`lek Advisor

    Dark Maneuvers and Tallon Roll

    You Are Beaten

    Force Lightning

    I Have You Now x2

    Sniper and Dark Strike

    Prepared Defenses


    Objective (1)


    This Deal Is Getting Worse All The Time/Pray I Don`t Alter It Any Further '

    Strategy: '

    Response #1


    asyanks04, no way man. QMC is balls. I will have superior force generation from the get-go. If they try some gay stuff with weapons in space, I tallon roll the sht out of them. Tem Numb superstar eats it to a tallon roll. Imperial Command and Thrawn will get them at the system, as will the Executer`s immunity to attririon >12 or whatever it is. Without that, no Celebration. They will run out of Paths, and I will beat them senseless. If they try the OTE garbage, I get Fanfare. Maul will remove Jedi eventually, with Crush on the ground they really have no hope other than for the one-turn beatdown. That strategy has problems with Crush. My characters are inherantly stronger than the light side ones, and I will not leave myself open to a one-turn beat. Thanks for the comments, but i disagree with your theory of QMCs dominance over this deck.


    End Response #1

    ***************




    Why This Jank Objective?


    Well, it`s not so jank anymore. I`m Sorry let`s you pull 2 sites. Add Mob Points and your starting site and that is 9 force for 2nd turn, plus what opponent gives up. In addition, the objective allows you to pull Bespin, Bespin CC, CC Occupation and Dark Deal. So, this means 11 force that doesn`t rely on Mob Pts/IAO non-battleground generation jank that has dominated the tournament scene for almost a year, i.e., the camp means s`hit to me.


    Early game Start Secret Plans and CC Upper Walkway with Objective, Prepared Defenses for I`m Sorry, Mob Pts., Crush (default). If you smell inserts, YCHF. I can`t imagine starting Battle Order of Fanfare, but you can. Pull Carida and 2 interior sites before you activate. Deploy those and Bespin. Draw. Next turn, activate a ton and begin to build up forces on your locations. Don`t drop Bespin CC too early, because you need to control it to flip. Dark Jedi are the best to hold sites because of I Have You Now and their sabers. Work on space too -- save the TIEs for the cloud sector, but Chimaera or Executer work great at the system level. Imperial Command to get some Admirals in space.


    Mid Game When you have some forces at each site, spread to three sites and deploy Bespin CC and a TIE (or both). Drop Dark Deal and flip. Drain like mad and consolidate forces to avoid a potential weak spot.


    End game Get CC Occupation working. Dark Deal. Battle. Duel. Win


    Card Choices


    the 6 locations I can pull all of them by turn 3 and I generate a ton. I dont need any more sites. Why not CC Downtown plaza? It gives 2 force to opponent. I dont need it for the extra drain -side: Dark Deal is good enough.


    3 different vaders -- grimtaash is coming back.


    Maul -- need i say more?


    Palpy -- he’s pimp. force lightning is cool. destiny 6. when his hos are out (janus, sim, mara) my life is easier (FD +1, Power 6 mara, Extra Battle Destiny, Manipulation).


    Dengar -- Machine gun


    Aurra Sing -- she is so cool. Weapon lev a saber and add to drains. low forfit, but who cares?


    Guri + Xizor -- to hold another site than Vader


    I have you now x2 -- 3 personnas of Dark Jedi (palpy, vader, maul). HOT


    Fanfare -- cancel OTE. I can pull it with Twi`lek.


    Teemto Pagalies` Podracer -- WTF? Well, I dont expect a lot of pod racing. If I dont see it, it is a destiny 5 in my deck. It is tougher for Losing Track to damage, also.


    I think everything else is pretty obvious. This deck plays it`s own game, so i wont waste time with matchups. The idea is to control CC and drain like a fiend. Thanks for rating. '

Terms of Service, TM, and ©2002 www.decktech.net. All Rights Reserved.