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I’ll Start My Landing When I’m Good And Ready

    Deck ID: 16616

    Author: Dennis "Denethor" Jeffris

    Title: I’ll Start My Landing When I’m Good And Ready

    Side: Dark

    Date Published: 2001-06-09

    Description:
    A walker/Hoth deck that doesn’t use Walker Garrison, because it takes too long until you can use it.

    Rating:
    3.5

    Cards:

    'Starting (5)

    Hoth Ice Plains

    Prepared Defenses

    You May Start Your Landing

    Imperial Arrest Order

    Fanfare


    Locations (7)

    Hoth Wampa Cave

    Hoth North Ridge

    Hoth Defensive Perimeter

    Hoth Echo Docking Bay

    Executor Docking Bay

    Coruscant Docking Bay

    Death Star II Docking Bay


    Characters (22)

    Mosep

    Emperor Palpatine

    Dr. Evazan & Ponda Baba

    Lord Vader

    Darth Vader, Dark Lord Of The Sith

    Darth Vader With Lightsaber

    Darth Maul x2

    Prince Xizor

    Jodo Kast

    Boba Fett With Blaster Rifle

    Commander Igar

    General Veers

    Janus Greejatus

    Sergeant Narthax

    Sergeant Major Bursk

    Grand Moff Tarkin

    DS-61-2

    Djas Puhr

    Aurra Sing

    AT-ST Pilot

    Grand Admiral Thrawn


    Starships (5)

    Devastator

    Chimaera

    Bossk In Hound’s Tooth

    Zuckuss In Mist Hunter

    Dengar In Punishing One


    Vehicles (11)

    Tempest Scout 1

    Tempest Scout 3

    Tempest Scout 6

    Tempest 1

    Blizzard Scout 1

    Blizzard 1

    Blizzard 2

    Blizzard Walker x3

    Imperial Walker

    (substitute the Tempest Scouts for Imperial Walkers or Dune Walkers, since I don’t have any more AT-ATs)


    Interrupts (3)

    Voyeur

    Twi’Lek Advisor x2


    Effects (7)

    Ice Storm x2

    There’ll Be Hell To Pay

    Search And Destroy

    Oppressive Enforcement

    Mobilization Points

    Expand The Empire '

    Strategy: '

    Well this deck doesn’t use any Walker Garrisons cause I don’t have them, and they take too long to set up. However, if you replace the Tempest Scouts with Imperial Walkers, take out Voyeur and put it in. Anyways...


    Expand the Empire is the coolest card I’ve ever seen in SWCCG. Put it on Defensive Perimeter between Docking Bay and North Ridge (or Ice Plains, whatever) and drain at all of them... 2 from Docking Bay, 3 Defensive, 1 North/Ice. So that’s 6 from drains. While you occupy North, Ice, and Defensive so that’s 3 from You May Start damage. 9 a turn from relatively safe locations? Sweet. That is, if you can get the Walkers out, but with 11 AT-ATs, it shouldn’t be hard (I really need more, stupid Tempest Scouts). This deck also activates tons of force (you need to to deploy the beasts). Use your characters to beat the hell out of him in places, and the 2 Destroyers to hold a cruicial system. Also, if they aren’t playing Don’t Do That Again or The Camp, then you can deploy to the 3 non-battleground docking bays and activate loads. Any suggestions (or trade offers with Walker Garrison) would be greatly appreciated. Thank you, enjoy. '

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