Deck ID: 18281
Author: Third "Third Angel" Angel
Title: Hidden Agenda
Side: Light
Date Published: 2001-08-12
Description:
Hidden Base Deck, Using a few mechanics to pull off... well that would give it away.
Rating:
3.5
Cards:
'
Starting (7)
Hidden Base / Systems will Slip Through Your Fingers
X Marker
Rondezvous Point
Heading For The Medical Frigate
Strike Planning
Squadron Assignments
Menace Fades
Draw Deck (53)
Locations (9)
Sullust x2
Mon Calmari
Raltiir
Datooine
Endor x2
Endor Rebel Landing Site
Endor Bunker
Endor Back Door
Characters (14)
General Solo
General Calrissian
General Crix Madine
Chewbacca Of Kashyyyk
Wuta x2
Lt. Blout
Colonel Cracken
Sergeant Junkin
Luke Skywalker, Rebel Scout x2
Daughter Of Skywalker
Ki-Adi-Mundi
Ric Olié
Starships (4)
Gold Squadron 1
Tala 2
Tala 1
Queens Royal Starship
Effects (5)
Commence Recharging
They’re On Datooine
Insurrection & Aim High
Bacta Tank
The Sheild Is Down
Interrupts (14)
Mindful Of The Future x3
The Signal x2
It Could Be Worse x2
Sense x2
Houjix & Out Of Nowhere x2
Throw Me Another Charge x3
Devices (4)
Explosive Charge x4
Epic Events (3)
Deactivate The Shield Generator x3
'
Strategy: '
***update***>
I just noticed, that you have to have 5 BATTLEGOUND systems to flip, not 5 systems... so take out Datooine and ’They’re on Datooine’ and add in another system... I Dunno, any battleground system, not like it matters =P... I’ll also add in Thrown Back instead of ’They’re on Datooine’ beacsue people told me to take it out.
<***update***
First off, a ton of people will probibly be like what the hell is he thinking? hes trying to distroy the bunker... in a hidden base deck but in reality you can distroy the bunker, or do anything in any deck.
I chose Hidden Base Because of its early game potential.
Heres how play goes
You will notice I listed 10 locations but said only 9 were in my draw deck, this is becuase I have to chose either Endor or Sullust as my X Marker which is my hidden base.
Now this is how play goes.
During my opponents turn, before my turn. Draw General Crix Madine and General Calrissian into hand (if one is already in hand, pull General Solo instead of one)
1st Turn
Activate
Deploy Endor from RD or Hand. (deploy a system from RD if Endor was in hand)
Deploy General Calrissian and Gold Squadron 1 to endor. (squadron assignments if needed)
[deploys for 3]
Draw Remaining Cards.
2nd Turn.
Activate
Force Drain at Endor if they didnt contest.
Deploy System.
Use Mindful of The Future to pull either Endor Back Door or Endor Rebel Landing Site.
[use for 2]
Use either The Signal or Throw Me Another Charge. (signal prefured) To pull either The Shield Is
Down or Explosive Charge
[use for 3 or free depending]
This sets up my two destiny right after each other 5, 5 or 5, 6
Which I then track through my deck.
Deploy Locations and/or Characters
[as force allows]
Draw Remaining Cards.
(yes I realize I might not get mindful or signal, but when I Get them I use them in tandem in order to set up a nice 2 destinys cycleing)
Thats a basic Start, but it all depends on what cards I get in my hand, and what I draw.
I deploy whatever Systems I have... whenever I have, same with all sites but bunker.
I draw till I get Deactivate The Shield Generator into my hand.
Signal for The Shield Is Down
Throw for Explosive Charge
Minful and Endor Site onto table.
Done. its set.
I deploy Crix with whomever else I want... whenever I think I can keep him alive.
Try to keep my characters Alive.
Most People Will think Im doing this to satisfy a Battle Order of theirs or my Menace Fades
Crix Pulls CoK to my hand. If I have him out early, also pull Colonel Cracken or Blout to hand.
I only Deploy CoK When Ive got The Shield is Down and Explosive Charge and Deactivate The Shield Generator in my hand. (usually around turn 4)
CoK Pulls Wuta (free)
Wuta Draws Bunker (2 force)
Deploy Bunker
Deploy Deactivate The Shield Generator
Deploy Colonel Cracken Or Lt. Blout to the Bunker. (3 or 2 force respectively)
Deploy Explosive Charge
Move all Characters from the Back Door To the Bunker.
Next turn...
since Ive tracked the 5,5 or 5,6...
The Bunker Is Distroyed...
He Loses 8, I retrieve 8, his hand goes to his used pile.
Now I should have 5 Systems out by now.
so I Decide to FLIP.
he has no hand, and he must pay 1 to draw 1.
Since not many people play space, or play limited space, I dont need to have to many ships in this deck.
Since I only flip after Ive gotten rid of their hand, I dont have to worry about them probing my system for a few turns.
I retrieve force from whatever early game play they have when I distroy the bunker. (save some force if needed for secret plans or I just forgo the retrieval)
for podracing Ive got It could be worse and Sense if they like to play Its worse
OH, I almost forgot... Commence Recharging and Theyre on Datooine are nice cards to slow/stop the Set Your Course For Alderaan Flip. (if they dont flip, there is no worry)
*** Im thinking about doubleing up on bunker, but am unsure, and havent had trouble with getting the bunker out during play. but Im thinking it might be a little trouble ***
So thats the basics, if you have any constructive comments let me know what you think I should do to help the deck out.
third '