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Type II Maul and Space deck

    Deck ID: 19133

    Author: Eric "Omega Red" Xavier

    Title: Type II Maul and Space deck

    Side: Dark

    Date Published: 2001-09-27

    Description:
    This deck uses space to easily win the drain race, I’ve yet to meet a Light deck in the E1 enviroment that uses more than 2 starships.

    Rating:
    4.5

    Cards:

    'Starting (6)

    Desert Landing Site

    Start Your Engines

    Podrace Arena

    Sebulba’s Podracer

    Boonta Eve Podrace

    I Will Find them Quickly Master


    Other (1)

    If The Trace Was Correct


    Characters (12)

    Darth Maul x2

    Darth Maul, YA x3

    Keeder the Black

    P-59 x2

    Sith Probe Droid x3

    Tusken Raider


    Starships (8)

    Trade Federation Battle Ship x6

    Droid Starfighter x2


    Weapons/Devices (4)

    Mauls Saber x2

    Laser Cannon Battery x2


    Locations (5)

    Blockade Flagship Bridge

    Coruscant

    Malastar

    Naboo

    Tatooine


    Effects (4)

    Allegations of Coruption

    Drop

    The Phantom Menace

    Watto’s Box


    Interupts (20)

    Alter x3

    Sense x2

    Control x2

    Maul Strikes x3

    Nemoidian Advisor x2

    Podracer Collision x3

    Hit Racer x2

    We Must Accelerate Our Plans x3 '

    Strategy: '

    -Edit-

    About the activation, this deck generates 14 force on it’s own, and all of the locations are pullable. Add in the fact that most light decks will give you a few icons from their starting stuff and/or other locations, and activation isn’t a problem. As for the doubles, yeah, that’s a problem. The idea, however, is to start getting the ships out of my hand asap, so I deploy as soon as I get a system down. Remember that the interupt cost 5 to use, so most players don’t use it in the early game. And if all else fails I can get some of my doubles back with Sith Probe Droids and/or the race.

    -End Edit-


    Okay, It’s for the E1 enviroment only, that’s why there are no Vaders or Palpatines.


    As I said above, I’ve yet to see any sort of light space decks, so setting up a drain of 5 a turn in space alone is pretty easy.


    Malastare lets me wait until I’ve got the race won to deploy Wattos Box, which is nice. I’ve yet to have problems with the race, the interupts, SAC, Raider, Probe Droids to get back key cards and the good avg destiny has been enough.


    The Battleships are great, they draw a destiny with any starfighter, all the Light side ships are starfighters, so all I need is one at a system to get a destiny draw. It’s easy to take out the QRS and/or the Rad VII with the guns, which deploy for free and as a react.


    Vs Hyperdrive Maul is immune to attrition, and he deploys for free, so getting him over to the Junkyard early is easy, esp. with 5 of him, between 2 of his sticks and 3 Maul strikes, getting his stick is simple too. So now all they’ve got to do at the junkyard is oust Maul and his stick, if they have Qui Gon there I’m adding destinies too.


    Vs Senate There are different types of Senatate decks, but I don’t think they’re all that strong. If they’re using Naboo, send Maul there and kill off their people, if they’re using the space/site control deck, that could be harder but overpowering them in space isn’t that hard as dark just has more Raw power in space.


    Vs Jedi Council deck Don’t see them, but I’d imagine that TPM + Maul + Maul Strikes is golden. '

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