Deck ID: 16866
Author: Alex "-AvataR-" Klammrodt
Title: Avatar’s Endor - Post Tatooine
Side: Dark
Date Published: 2001-06-20
Description:
This is the DS deck I will be bringing to every major tournament until at least Coruscant. It’s proven itself time and time again to be stable, reliable, and fast. It’s prepared for almost any BS the lightside can pull.
Rating:
4.5
Cards: 
'Objective(1) 
Endor Operations 
Locations(7) 
Endor 
Endor Bunker 
Endor Landing Platform 
Fondor 
Mon Calamari
Executor Docking Bay 
Coruscant Docking Bay 
Starting(4) 
Prepared Defenses 
Imperial Arrest Order 
Mobilization Points 
Oppressive Enforcement/There Is No Try 
Characters(9) 
Grand Admiral Thrawn 
Admiral Ozzel 
Admiral Chiraneau 
Admiral Piett 
General Veers 
Commander Merrejk 
Commander Igar
Captain Godherdt
Guri 
Arica 
U-3P0 
Starships(8) 
Executor
Chimaera 
Devastator
Zuckuss In Mist Hunter 
Boba Fett In Slave 1
Stinger 
Scythe TIE x2
Vehicles(2) 
Blizzard 2 
Tempest 1 
Effects(11) 
Lateral Damage 
Secret Plans 
Battle Order 
Ominous Rumours 
Presence Of The Force 
Imperial Decree 
Resistance 
First Strike 
There’ll Be Hell To Pay x3 
Interrupts(15) 
Twilek Advisor 
Set For Stun
Masterful Move 
Gravity Shadow
Operational As Planned x2 
Dark ManueversTallon Roll x2
Trample x2 
Imperial Command x3 
Ghhhk/Those Rebel’s Won’t Escape Us 
Monnok 
Admiral’s Orders(2) 
Battle Deployment x2 
Podracer(1)
Sebulba’s Podracer '
Strategy: '
I cant believe Im playing Endor Ops. A year ago I was laughing at this objective, and now its the only one I trust. Its resistant to beatdown, youve got nothing to protect, youve got 3 grabbers, a strong space fleet with many interrupts to help out, walkers/tramples, undercover spies, and plenty of high forfeit characters. Problems? It gives out force, and it gives out quite a bit. Is that a huge problem? Not as huge as you think, because the benefits just simply outweigh it.
If youd like to read a more in-depth strategy section, please take a look at Endor Ops v 2.0 on my page.
Updates from previous Endor Ops
- Threw in Sebulbas Pod. With the high destiny 24(4,5,6s) in the deck, you never know. Plus, it stalls, and isnt that whats important?
- Why Mon Cal? It’s close to most major systems, it’s force drain -1 for my opponent, and with Ominous setup, it’s a drain of 3(4/5 with Chiraneau and/or POF). Kashyyyk is good, but I have to protect Kashyyyk, as it’s a drain of 2 against me. Early on, this might not be feasible, and bad luck can also have an effect. Switch it as to your liking.
- Dumped in 2 Scythe Ties + 2 Tallon Rolls. I figured this would virtually guarantee me victory in space. Why not? The Ties are destiny 4, the tallon rolls are recycable destiny 6s.
- Gravity Shadow. This card rocks and should have been in the last EOPS deck. Use it at the right time and you might take the game right there.
Thats about it. For those who are thinking about using this deck (with mods to your liking of course), take it slow, be cautious. You can generate usually between 14-20 force even against WYS, so reinforce your locations, and spread from there. Once Ominous/Decree are up and running, youll have a major advantage in a drain war.
Tell me what you think, and tell me what mods I should make, not what cards I should add. There are 30 cards Id LIKE to add ) but unfortunately, current SWCCG rules prohibit that. One last thing, many people ask why I dont play YMSYL. Its because I dont like the starting sites, I want to start with Opp/TINT as my 3rd effect, and YMSYL is considerably more predictable than EOPS. Have fun....
'