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
 
Why Wo@#$%a is a Scrub

    Deck ID: 18544

    Author: Chris "Wedge231" Wodicka

    Title: Why Wo@#$%a is a Scrub

    Side: Dark

    Date Published: 2001-08-24

    Description:
    This is a totally unoriginal deck. Yet I fall back to it everytime...

    Rating:
    4.5

    Cards:

    'Starting stuff (5)

    Kashyyyk

    Prepared Defenses

    Mobilization Points

    There is No Try/Oppressive Enforcement

    Secret Plans


    Locations (5)

    Kiffex

    Sullust

    Endor

    Naboo

    Wakeelmui


    Characters (3)

    Arica

    U-3PO

    Keder the Black


    Starships (16)

    Tie Interceptor x11

    Emperor’s Sword

    Emperor’s Shield

    Dreadnaught Class Heavy Cruiser x3


    Weapons (3)

    SFS L-s9.3 Laser Cannons x3 (the good ones from SE)


    Interrupts (18)

    All Power to Weapons x4

    Relentless Pursuit x2

    Flawless Marksmenship

    I Can’t Shake Him

    Neimoidian Advisor x2

    Twi’lek Advisor x2

    We Must Accelerate Our Plans

    Tarkin’s Orders

    Operational as Planned x2

    Short Range Fighters

    Ghhhk & Those Rebels Won’t Escape Us


    Effects (8)

    Sienar Fleet Systems

    Well Guarded

    Something Special Planned for Them

    Lateral Damage

    Pride of the Empire

    Dreaded Imperial Starfleet

    They’ll Be Hell To Pay x2


    Admiral’s orders (2)

    Fighter Cover x2 '

    Strategy: '

    SFS cannons targets starfighters with armor

    Yes only one Sienar. I only own one

    I used the deck in a tournament today (went 2-0) and the grabbers helped alot. Grabbed Out of Commission and Sense

    This deck is better than SYCFA. You get a system right away and WYS doesn’t choke you. Plus you can satisfy Don’t do that Again.

    Read the rules. Undercover spies with cancelled game text still work

    Response to reviews

    I might draw a spy? Well if I don’t I still have Dreaded Imperial Starfleet which isn’t all that hard to pull with 2 Twi’leks and an Accelerate.


    Changes

    Make Mobilization Points the combo card for anti-numbers even though LS numbers is rare (only one I saw recently was the Wisconsin deck)


    Sorry this deck is unoriginal. I am a scrub and can’t play a real deck. My friends all know I fallback to Tie or Brangus whenever one of my decks does badly...


    Ok, I based this deck off of a deck made by Johnathan ”marauder333” Jackson’s entitled ”I hear people look at decks with interesting names.” My deck is only about 6 cards different but Tie decks are pretty generic anyway outside of the start and the red cards.


    Start

    Ok, I start Kashyyyk so


    A) Battleground drain 2 system right away + can fulfill Don’t Do That Again

    B) Same activation as SYCFA gets vs WYS

    C) Surprise factor vs people who have no idea who the hell I am


    My effects are pretty straightfoward. I hate SAC so I start the SAC killer card. Mobilization Points goes into every Tie deck. I use the combo card because it is anti-numbers and I can stop Don’t Do That Again right away. With a SYCFA deck it is harder as you have to draw a system. Finally, Secret Plans is anti-retrieval. I used to run Shocking Revelations in here just for fun, that’s why I don’t use the combo card. The combo doesn’t help me much anyway.


    Systems

    With the release of Coruscant, there’s another 2/2 system, great for space decks. Naboo, Sullust, Endor, and Kiffex all are drains of 2 and Menace Fades doesn’t do much vs them. Endor has cool game text also. Wakeelmui is an obvious choice in this deck. Just don’t drop it too early.


    Characters

    Coruscant gives us another built in undercover spy. With 3 undercover spies, the LS won’t get to drain much on the ground. There shouldn’t be much force loss for you unless you face Profit or a deck that uses I Hope She’s Alright.


    Ships

    I find 11 Tie’s to be a good number. Just enough for beatdown without bogging down the deck. Dreadnaughts are for mobility or the extra +1 power in beatdowns. Otherwise don’t deploy them or else Landing Claws might blcok your drains. The squadrons are good as reacts and you retrieve 3 for deploying them. They are monsters with All Power to Weapons and Dreadnaughts.


    Weapons

    The SE Tie cannons kill pretty much any starfighter. Plus the LS has no anti-weapon card like Overload. Interceptors can shoot twice also. Shoot down the Falcon, Outrider, Pulsar Skate, any of the new Coruscant ships, unqiue X-wings, etc. With Flawless Marksmenship, any starfighter is dead. Watch out vs racing with I Did It though.


    Interrupts

    All the choices are obvious. Relentless Pursuit helps vs Home One and other ships. All Power to Weapons is obvious. Twi’lek and Accelerate help pull your effects. With Accelerate our Plans you are less likely to lose a Twi’lek to Grimtaash. Flawless Marksmenship helps you hit the Falcon or Wedge in Ship. Operational as Planned is anti Frozen Assets, Draw Their Fire, and I Did It. Neimoidian Advisors allow you to pull systems without Merrejk. I Can’t Shake Him can help deploy your cannons and add battle destinies. Short Range Fighters is for late game retrieval. Tarkin’s Orders cancels cool stuff like Hyper Escape and Surprise Assault as well as drains and it can retrieve a Tie. The Ghhhk combo card is anti-claw and anti-Hyper Escape. Also stops the Spiral and beatdowns.


    Effects

    Dreaded Imperial Starfleet and Sienar are obvious choices. The grabbers help vs SAC and Out of Commissions (Podprofit). Well Guarded can be pulled fairly early for Grimtaash defense and Something Special Planned for Them kills retrieval loops. Lateral Damage is good for beatdowns especially since Hashn is seen less nowadays. Pride of the Empire is a good form of direct damage. Just watch out for Honor of the Jedi.


    Admiral’s orders

    Fighter cover is anti-I’ll Take the Leader and it actually is good in this deck. You can leave Ties with cannons alone and get 6 power w/o All Power. The redraw ability is nice also.


    Strategy

    Pull Wakeelmui. If Don’t Do That Again is out, just drop a Tie to Kashyyyk. Most decks can’t stop the drain of 2 on turn 2 except WYS. Try to set up Tie’s with Cannons at various systems. Don’t do this vs X-wing decks however as they can shoot you down first. Basically drain for 2 at a bunch of places and wait for them to come to you. If they don’t you drain them out. If they do, use your weapons + red cards to kill some ships. THen if anyone is left, you drop lots of Ties and a Dreadnaught and they die. You have alot of retrieval, good drains, and you cancel drains. If they kill your spies with Sorry About the Mess, just retrieve them next turn.


    Vs decks

    Space (HB, EBO)

    Drain for 2 early, they can’t stop it for 1-2 turns. When they deploy ships, shoot them down. Vs. X-wngs, battle them first so you can shoot them down. Relentless Pursuit and Lateral Damage are good vs Dash and Home One. Drain them out plus you have more retrieval than them.


    WYS

    Go to Tatooine ealry with cannons. Grab anything good like Darklighter Spin. Something Special Planned for Them is good anti-retrieval vs Kessel Runs or Harvests. You can shoot down pretty much anyone in space while you cancel drains on the ground. Not too hard again...


    QMC

    Take over Bespin and don’t let them flip. Their retrieval ends eventually and you block their ground drains. This deck packs more space than most decks and watch out for X-wing cannons.


    Ground (mains and anything else)

    You drop undercover guys and you drain/retrieve in space. Not hard at all. If they place ships it is usually the Falcon or Home One. You kill those with your interrupts. Grab their SAC if any. Take the I Hope She’s Alright damage, you’ll just retrieve it anyway. In late game break Arica’s cover at a site.


    Podprofit

    Spread and drain in space. Artoo in ship gets shot down easily with Flawless Marksmenship. The race damage isn’t all that bad. Use Operational as Planned to get by Draw Their Fire/I Dit It. Basically it’s a drain race but you cancel most of their drains. You take 3-4 Profit damage but you can drain for up to 10 a turn.


    Senate

    Senate is a bad deck. Drop someone undercover to the Senate and there goes their drain of 1. I haven’t seen a good LS senate deck yet. Basically play it the same as vs mains I’m guessing.


    Anything else

    Spread and drain. You retrieve alot, cancel their drains, and beatdown if they come to space.


    If you have any questions, d-mail me.


    - Chris ”Wedge231” Wo@#$%a '

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