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
 
White Weeners Liberating Ralltiir

    Deck ID: 1730

    Author: Johan "Johan" van der Meer

    Title: White Weeners Liberating Ralltiir

    Side: Light

    Date Published: 1999-12-18

    Description:
    Set up fast with cheap characters and keep your forces safe with a reacting shuttle + InCom Engineer + Covert landing being the main defense mechanism

    Rating:
    4.0

    Cards:

    '
    Starting (5)
    Local Uprising/Liberation
    Ralltiir
    Farm
    The Signal
    Yarna d'al' Gargan

    Characters (23)
    Arleil Schous
    Bothan Spy
    H'nemthe x2
    Harc Seff
    InCom Engineer x2
    Momaw Nadon
    Ralltiir Freighter Captain x3
    Ralltiir Operative x8
    Sic-Six x2
    Wedge Antilles
    Yoxgit

    Vehicles (5)
    Incom T-16 Skyhopper x5

    Starships (2)
    YT-1300 Transport
    Shuttle Tyderium

    Locations (6)
    Desert
    Forest
    Jungle
    Spaceport Docking Bay
    Spaceport Street
    Swamp

    Devices (2)
    Landing Claw x2

    Interrupts (11)
    Ambush
    Covert Landing x2
    Houjix
    It's A Trap
    Nar Shaddaa Wind Chimes x2
    Rebel Barrier
    The Signal
    Transmission Terminated x2

    Effects (6)
    Bargaining Table
    Civil Disorder
    Never Tell Me The Odds x2
    What're You Tryin' To Push On Us? x2

    '

    Strategy: '

    The reason why I chose Ralltiir and not Bothiawui is because a well constructed Ralltiir Operations would make short work of Bothiawui Liberation (flipped obj + Imperial Decree)... Skyhoppers aren't in for high power (with Maneuver Flaps...) but instead for reacting and an extra battle destiny with an Operative, a Skyhopper and an Engineer on your planet, and a Covert Landing you draw 3 battle destinies with a bonus of +2... that usually works pretty well in removing stuff.


    Hunt Down & Destroy

    Instead of the Farm, start the Jungle as your starting <> site. Vader will likely come down 1st or 2nd turn to do the flip, and you don't want him on your Farm for a drain of 2 per turn. The jungle is much more appropriate for a drain of 0. After Vader is down, set up for the flip and use your Trans Term to cancel Visage. Landing Claw for Battle Order. Sic-Six for anti-Elis, H'nemte to make Imps more expensive. NTMTO for cheesy insert damage.


    Operatives

    Umm, try set up faster than him... If you can get Harc Seff on his planet you've got the advantage. This deck should be able to set up faster than any dark side Ops deck... Otherwise try to fight on his planet with shuttle + Covert Landing.


    ISB

    Well ISB isn't played here much, but I included Shuttle Tyderium (spy ship that works with Landing Claw) for A Bright Center. For stuff like 5D6 there's an Ambush... Shuttle Tyderium with a RFC and a Covert Landing is 2 battle destinies...


    That's about it... I left out Ralltiir, because if you play your cards right you should win that matchup... Enjoy
    '

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