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
 
BHBM Sex Machine Stlye v 2 0

    Deck ID: 18583

    Author: Jim "Sex Machine-" Green

    Title: BHBM Sex Machine Stlye v 2 0

    Side: Dark

    Date Published: 2001-08-26

    Description:
    Oh Yeah

    Rating:
    3.5

    Cards:

    'Starting

    BHBM

    Throne Room

    Prepared Defenses

    Crush the Rebellion

    IAO/Secret Plans

    Mob. Points

    Insig Rebellion

    Your Destiny


    Chracters

    Lord Vader x4

    Darth Maul x2

    Mara Jade, TEH x2

    Emporer Palpatine x2

    Sim Aloo

    Janus Greejatus

    Grand Moff Tarkin x2

    Grand Admiral Thrawn

    Admiral Chiraneau

    Prince Xizor

    Guri

    Aurra Sing


    Weapons

    Vader’s Saber x2

    Maul’s Saber

    Mara’s Saber


    Starships

    ZinMH

    BFinS1

    Chimaera x2


    Locations

    Rendilli

    DS2Db

    EndorDb

    SPDb


    Effects

    Lateral Damage

    No Escape

    Search and Destroy

    YCHF


    Interrupts

    Operation as Planned

    Twi Lek x2

    Evader/Monnok

    Force Lightning

    Imperial Command x2

    Masterful Move x2

    Sense x3

    Sense/Uncertian is the Future x2

    I Have You Now x2

    You Are Beaten '

    Strategy: '

    Please read all of the strat before reviewing thank you for comments



    Turn 1)

    Starts out by pulling, Palpy, force lightning, DS2Db, Rendilli, and I have you now. Drop Palpy to the DS2Db first turn for activation. Put down Sim or Janus if you have them, if not draw remaining cards hopfully you have Vader in your hand.


    Turn 2)

    You activate 7+, grab EndorDb, if you have Vader drop him to Endor and draw the remaing cards.


    Turn 3)

    Activate 10+, if you do not have luke go pick him up and deploy some more guys.


    Turn 4)

    Get a good army out on space and ground, with the imperial commands you should have no problem controling space. Chimera/trawn/chiraneau=beast power 14, 2 destiny and Imperial command wrecks


    This is generaly a get out your beat down forces and beat them down while taking one of the best characters I have you now is huge with 3 D.Jedis and the destinies in this deck are decent with some easy tracking tools


    There is a GREAT sense package to cancle all what your opponent is doing. Canling your opponents battle interrupts can royaly screw them over. Sensing Weapon Lev, OOC, Organized Attack, Hyper Escape, and Destiny Aders, The Signal so they cannot go find effetcs , or even sensing a sense to let you interrupts go through. The list goes on. Since Palpy is on the table you dont have to worry about messing up your draw.


    Why the combo? It doesnt cancle Alter?


    It doesnt matter you can just sense it like and interrupt by drawing destiny.

    With the early game drawing of monnok, about mid game, monnok lost, if they have some really good cards or combos set up, play the combo and draw new hands. Or, if your hand is looking crapy or you cannot get the stuff you need play the combo and hopfully some stuff you need.


    Mid-Late Game after you rough up the opponent some and stack some cards Vader and Palpy need a vaction so take them to the throne room and get some duel’in going. set up Force Lightning&Masterful move or Twi Lek and Masterful Move ect... for a solid 11 to make them lose 3 a turn until the end of the game. There usualy is not enough time to win 4 battles( with most people playing Jedi Luke) to cross luke. I usually win 3 (1 in space and 2 on ground) and then go to the throne room to finish off the opponent with duels


    But if they do give you luke with stick or something cross him


    Rebel Scout Luke is not a pain

    A) hardly anyone uses him

    B) if they do and fly Vader over then Duel the entire game no biggy.


    Match Ups( are about the same for every LS deck)


    You pick up Luke, which cancles; gift of the mentor, run luke, run, Don’t Get @#$%y, the destiny adders with Luke, Lukes Saber.Han with Gun and Luke. Luke is the Light side ”Man”. From there on it is hard for the opponent to have huge power unless it is basterd palace raiders. SO you Battle and duel to win. BHBM win generaly within the range of 10-15 that is not an insane amount but, a possitve amount and a win.


    X-Wing Swarms/ EBO X-Wings/HB X-Wings/HB Flip

    These are you hardest matches. If they are not starting yarna( they are dumb) Monnok and kill of some X-Wings, Organized Attacks ect...

    EBO, there is not alot of characters in these decks usually so go beat up on hoth and try to cancle EBO. Since you will not be needing to stay on your sites go to hoth. This Game Duel luke like nuts. Maybe do some lone Zuckass Missions with sense be sure you are able to keep your space fleet together or you will be wrecked. This game can be won it is just a tougher one.

    HB/FLip You will be dueling Luke alot this game also. Try to Probe their Hidden Base. Play the game the same as any X-Wing Swarm, Monnok and sense Organized Attack. If they have a lone X-wing andare counting on Hyper Escape sense rocks. Once agian a tougher match but can be won.


    Aginst X-Wing,RememberSense is HUGE Maul is a @#$% in space



    Hyper Drive Generator objective

    doesnt screw over BHBM all the new Jedis do not do a whole lot and are not very powerful, yes, you cannot duel ( with Vader) but it is still fine Maul eats Jedi( with tracked destiny) for lunch you can still win this game start the game out like normal. Play your game smart and win.


    Have fun with the deck thanks for reading and reviewing '

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