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SYC Ultimate Power Indeed

    Deck ID: 17334

    Author: Zack "Fett Lord" Phillips

    Title: SYC Ultimate Power Indeed

    Side: Dark

    Date Published: 2001-07-06

    Description:
    This is my undefeated SYC deck that tracks, battles, drains,retreives ect., and wins like a champ.

    Rating:
    4.0

    Cards:

    'Starting (7)

    DS

    DSDB

    Alderan

    Prepared D

    Mob Points

    OE

    AMillion Voices


    Locations (7)

    DSWar room

    Kuat

    Hoth

    Fondor

    Yavin 4

    Kashykk

    Kiffex


    Characters (14)

    Lennox

    GMT

    Maul

    Janus

    DVEPP

    U3P0

    DSGunner x3

    Piett

    Arica

    Godherdt

    Chiranue

    Trawn


    Big Blue(10)

    Tyrant

    Executer

    Stalker

    Vengeance

    Avenger

    Accuser

    Judicator

    Devastator

    Thunderflare

    Chimera


    AO(1)

    We are in attack position now


    Effects(8)

    KDY

    Secret Plans

    SSPFT

    Lateral Damage

    Reacter Terminal

    Imperial Decree

    TWBHTP

    First Strike


    Interupts(10)

    Twilek Advisor X 2

    Imperial Command X 3

    PASOA

    Rebel Barrier X 2

    Control/SFS X 2



    Weapons(2)

    The Stick of Maul

    Super Lazer


    Epic Event(1)

    CPI


    '

    Strategy: '

    For starters this deck is undefeated in all kind of play (Tournaments, Playtsting Ect.). It is very solid and provides the best activation platform for the DS. This deck is very solid, but it does have a weaknesses which i will discuss now.


    1. It uses a heck of a lot of cards. To combat this i have added reacter Terminal which helps some. Not much you can do about this, but the Activation is so solid that I am willing to accpet this weakness. Also, if you have tracked your destiny for cpi, only use as many gunners as you need.


    The streanghts of this deck are great.


    1. The ability to retrieve 27+ cards a game is huge. Play it smart, dont deploy unless you need to so you get the most out of your retrieval.


    2. The activation is second to none. 17 force by yourself us plenty.


    3. All ships immunity to attrition less than 6.


    4. The drains are Massive.


    5. Set your Course for Tracking.




    Now for the real strategy section.


    Early game

    Start the game by deploying a gunner to the war room, if possible. On the 2nd turn send him to your rd for the lazer, deploy it, and move to parsec one. 3rd turn move the Death Star to parsec 2. During these first 3 turns try and get a used interupt to track. And 4th turn blow up Alderan.


    Middle Game

    Pull Kuat w/ Mob Points and KDY w/ Twilek. Immune Star Destroyers. Get Piett on the Executer at Fondor, and pull We are in attack position Now, or Chiranue if you dont have an Imperial command. Stack Chiranue on the Big E, or another ship if you got the force, and move him to yavin 4. Get him some protection and start the Draining. U-3po, Arica, and Control can stop the ground drains. Not many people can drain you in space is you play smart. Retreive any force you lose w/ a Destroyer.


    End Game

    You should now control space so spread out and drain like crazy. If it lasts this wrong, then you should always win. Reacter Terminal any extra cards.


    Card Choices


    Maul- A huge Force to be reckoned with. He can go to ground, but he is most effective in space. He can sit in front of their ships and drain in their face.


    Godherdt- Landing Claw sucks


    OE- 2 destiny star destroyers is better than one.


    Barriers- So you can spread out in space w/o worry.



    Matchups


    WYS- Use your UCs on the ground (as in every other deck). Start your fleet at Fondor, then move out to contest drains and kill off their fleet. Put Maul on Tatooine where he can be useful in land and air. Watch out for Power Pivot.You can outdrain him, so you should win. Grab tunnel vission.


    EBOX- Don’t leave yourself undefended to a beatdown. Build in Fondor, move out from there. He can drain as hard as you, but you should win the space wars, thus winning the game. Grab Org Attack and use Imperial Decree.


    HBX- Same as EBO. If they are podracing it isnt that big of a deal, just don’t plan on a beatdown.


    QMC- PRetty much stay off of Cloud City, Except w/ your UC’s. As is everything else that uses space, you should win. Go to Bespin and blow them off there. Use your Imperial Commands to Add tracked Destinys, that will help. Grab Path is you do have a beatdown squad on Cloud city


    Force Denial- You will do fine, 17 is enough for you a turn.


    Sac- Grab the senses, thats about it.


    Profit- A tough one. Direct damage hurts, but since you are uncontested in space, spread out fast, use your barriers if they do come. Maul will be huge on the ground for you.


    Well thats about it. This is the best activation platform for DS, which is why I use it. It is undefeated, and matches up well to anything. Ultimate Power Indeed.






    '

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