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
 
Cool Runnings II

    Deck ID: 18083

    Author: Jason "Mr. Black" Herrin

    Title: Cool Runnings II

    Side: Light

    Date Published: 2001-08-05

    Description:
    With some of the requested changes everyone was asking for.

    Rating:
    4.5

    Cards:

    'Locations (2)

    Corellia

    Kessel


    Characters (16)

    Luke Skywalker, Jedi Knight

    Captain Han Solo

    Han With Heavy Blaster Pistol

    Chewbacca, Protector

    Chewie With Blaster Rifle

    Talon Karrde X2

    Mirax Terrik X2

    Dash Rendar X2

    Wedge Antilles

    Threepio With His Parts Showing X2

    Artoo X2


    Weapon’s (11)

    Luke’s Lightsaber

    Fire Extinguisher X2

    Mercenary Armor X2

    Blaster X2

    Landing Claw

    Quad Laser Cannon

    Intruder Missile X2


    Starships (5)

    Millennium Falcon

    Outrider

    Pulsar Skate

    Z-95 Headhunter X2


    Effects (4)

    Kessel Run

    Tatooine Celebration

    Order To Engage

    Honor Of The Jedi


    Interrupts (11)

    Out Of Somewhere X2

    Sorry About... & Blaster Proficiency X3

    A Few Manuevers X2

    It’s Not My Fault X2

    Wookie Strangle X2


    Admiral’s Orders (3)

    No Question’s Asked X3


    Starting (8)

    Watch Your Step

    Tatooine Cantina

    Tatooine Docking Bay 94

    Tatooine System

    Heading For The Medical Frigate

    Your Insight Serves You Well

    Squadron Assignments

    Do, Or Do Not & Wise Advice '

    Strategy: '

    Numerous changes have been made to the deck in response to the requests made by reviewers.


    Turn 1- Deploy Corellia Or Kessel From deck. If you can, drop threepio to use his text. Hold smugglers in hand until you can get two at a site. If you play a ship and pilot remember to use the pilots text as well (specifically Mirax).


    Turn 2- Pull the last remaining system in your deck and deplpoy. Opponent should be getting the start of a good force going now. You should be able to deploy your two smugglers from hand to your site and flip. Hopefully you have Han Or Chewie with Talon.


    Turn 3- It all Starts to happen now. Opponent will more than likely begin bringing the fight to you now. Fortify a location and heavily utilize the game text of your admirals order.


    From this point on you should be able to deal with most threats as they occur. I will now discuss individual card choices in the deck. This is in response to the number of people wanting to know why I built the deck the way that I did.


    Out Of Somewhere-It’s a fun card in this deck. "Well darn I don’t have another smuggler at the cantina," and my opponent drops Darth Vader there and battles. "Oh what’s this? Out Of Somewhere? Chewie to go with Han from the reserve deck?" Well that takes care of that. "While your at it add It’s Not My Fault and Wookie Strangle."


    Landing Claw- Order To Engage. Direct damage baby


    Mercenary Armor- Big bonus in this deck to get power +3, armor 4, and Immunity less than 3 It’s just swinging with the Blasters. Bam Draw a 3 for free and Blaster Prof. It for good measure. Plus most of the destinies are more than three, so you’ll be taking out some dark jedi just for kicks. There’s just way too many cool things to say about the armor


    A Few Manuevers- Want to get that Kessel Run done really fast? Here you go then. Plus TIEs with SFS 9.3 are a lot easier to beat with it since you get to keep your ship on the table more often.


    Intruder Missile- Why you ask? It plays on 4 of your 5 ships. Recirculates it self back into your deck by using it, and is DESTINY 7 Very cool.


    Why so many of the same admirals order?- Well thats a good question... answer? Destiny 6, it kicks butt in this deck, and destny 6 It pretty much works better than more interrupts.


    Fire Extinguisher?- Why 2 of them? It cancels battles, Lateral Damage, and Ion Cannon effects.Using this card opens a big ol’ can on your opponents hinnie. Plus it’s a destiny of 5.


    Quad Laser Cannon- Shoots things. Duh.


    Wookie Strangle- SOOOO much fun to use. And because there’s 2 of them you get to use them 4 times when your flipped.


    For deck Matchups see the first posting of this deck, Cool Runnings. Thanks. '

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