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
 
Blue Hunt Down with an ECC Punch

    Deck ID: 2038

    Author: Paul "Paul" Maholick

    Title: Blue Hunt Down with an ECC Punch

    Side: Dark

    Date Published: 2000-01-03

    Description:
    This deck uses Hayes style Hunt Down strategy combined with the added firepower of ECC.

    Rating:
    4.0

    Cards:

    'Objective (1)
    Hunt Down And Destroy The Jedi/Their Fire Has Gone Out Of The Universe

    Locations (10)
    Cloud City Downtown Plaza
    Cloud City East Platform (Docking Bay)
    Cloud City Port Town District
    Coruscant
    Death Star
    Endor
    Endor Back Door
    Executor Holotheatre
    Executor Meditation Chamber
    Kashyyyk

    Characters (16)
    4-LOM With Concussion Rifle
    Admiral Ozzel
    Commander Igar
    Darth Vader With Lightsaber
    Darth Vader x2
    Darth Vader, Dark Lord Of The Sith x2
    DS-61-2
    Grand Moff Tarkin
    IG-88 With Riot Gun
    Lieutenant Arnet
    Lieutenant Cabbel
    Officer Evax
    U-3PO (Yoo-Threepio)
    Zuckuss

    Vehicles (3)
    Blizzard 2
    Dune Walker
    Tempest 1

    Starships (6)
    Boba Fett in Slave I
    Bossk In Hounds Tooth
    Death Squadron Star Destroyer
    Dengar In Punishing One
    Devastator
    Dreadnaught-Class Heavy Cruiser

    Interrupts (9)
    Evader
    Torture x2
    Trample x2
    Twi'lek Advisor x3
    You Are Beaten

    Effects ( 13)
    A Bright Center To The Universe
    Battle Order
    Come Here You Big Coward
    Crush The Rebellion
    First Strike
    Imperial Arrest Order
    Lateral Damage
    Reactor Terminal
    Secret Plans
    Security Precautions
    There'll Be Hell To Pay
    Visage Of The Emperor x2

    Weapons (2)
    Vader's Lightsaber x2
    '

    Strategy: '

    As the summary says, this deck is a Hayes style Hunt Down that uses the extra punch of the new ECC characters to eliminate Luke and Obi to help ensure Visage damage. Normal start is IAO to ensure high forfeit Imperials and a docking bay to which you can deploy Vader on the first turn. Lets look at the cards.

    The ten locations provide enough battleground draining sites on which you can set up your walkers as well as some good force activation from the Death Star and Coruscant. Endor and Kashyyyk can also be good places to drain in space as well. The CC locations are ideal for Vader as Crush the Rebellion keeps multiple destinies and Clash of Sabers in check. You characters will not be subject to Lost in the Wilderness here either. Also the docking bay is included to make sure Vader has a place to go on the first turn.

    Characters are a mix of high forfeit weenie Imperials for IAO and power characters. You have your Vaders, and Tarkin for that combo. The ECC droids show up here as well, with Zuckuss to add a destiny. Igar works with Tempest 1 or the Dune walker and U-3P0 just blocks a drain.

    Three walkers are included to protect your high forfeit guys from EPP’s. Also they are required to make trample work. The starships are good for probing with Boba in Slave 1 and the Death Squadron Star Destroyer. Dengar makes in possible to hurt the Falcon, Bossk is in for obvious reasons and the Dreadnaught and Devastator both have ability 2 pilots to go with the weenie Imperials.

    As for interrupts, I chose to include only one Evader. I did not know what to take out for another one. So Out of Comission could hurt. I figure that if a see a force choke start, I can start Crush and use the one Evader one time before it is grappled. Hopefully that will buy me enough time to get out some more locations to beat the choke. Tortures are for numbers. The tramples are for spies because Bubo doesn’t go to CC, but they can be used offensively as well, especially against Ops. Twi’lek is used to get the effects I need, and You Are Beaten in just plain evil.

    I pack a lot of effects, maybe too many. A Bright Center and Battle Order are anti-Ops. CHYBC is a must in Hunt Down Deck. Crush gets my Evader and increases my safety at CC. First Strike helps against things like Arconas and the Narrow Escape/ Lift Tube Escape style avoidance decks I am seeing these days. IAO is the backbone of the deck. Lateral Damage can be a game winner in space and a bit of a surprise in a Hunt Down deck. I am the type of guy who packs Reactor Terminal, so there it is. If anyone wants to help me beat my addiction to this card, please mail me. But I do like setting up destinies with the Tortures and extra Visage. Secret plans is self explanatory as is Security Precautions. There is a grappler there for annoying interrupts and 2 Visages to hopefully help prolong the damage.

    Two Vader’s sticks help with draining and beatdown.

    Here are some weaknesses that the player should be aware of with this deck.

    1) No Landing Claw protection – I have found that the players that use Landing Claw also use Yoxgit and defend him well, or put him as a passenger on the clawed ship. When they do this neither Those Rebels Won’t Escape Us or Homing Beacon is effective. The only truly effective counter is IJASKAW, and I chose not to go that route, even though it would help against undercover spies as well. Maybe it should be added.
    2) MWYHL – might be tight if you can not get your draining sites going. Broken Concentration could be added, but in my experience, once you get CHYBC down with Secret Plans you can beat MWYHL. Maybe I am wrong on this one, let me know.
    3) Lack of some counters – no Monnok or Masterful Move here, nor is there a Holonet Transmission or Sense/Alter. The deck can still do damage without Visage through drains, but the lack of a Monnok means that a non-unique drain canceling cards (Rebel Fleet, Bargaining Table) can do well against this deck.
    4) The deck is a bit slower than Hayes’ version, as I do not pack the PoTF’s that he does. It was a trade off with the Tramples, which of course are used because I try to keep on CC and therefore can not use Bubo effectively. Could be that I need to give up on using Crush and just go back to Endor for drains and risk beatdown again.


    Here is how the deck stacks up with popular LS decks.

    MWYHL – as mentioned above, this will be tight. Get out your draining sites and get to work. Get out
    CHYBC and Secret Plans to hurt retrieval. Try to keep Visage going and drain with walkers
    and ships to avoid Surprise Assault.

    Ops – Start Battle Order as they give you a battleground to which you can deploy. Get out Bright Center
    with Death Star or Coruscant to kill the bonuses. Then set up some drains of you own, with Visage
    you should win the race.

    HB – Get out Boba and the Death Squadron to probe. Set up drains on the ground and beatdown if possible
    with Lateral Damage.

    Mains and Toys – Use Vader to hammer the mains. The ECC squad helps out here quite a bit. Use trample
    if you can. If they use Tosche Station, get down there to cancel the gametext.

    Mining Colony – The infinite loop deck has not shown up here yet, so I do not know how this deck does
    against that. Otherwise try to keep control of Bespin and treat the remainder like Mains
    and Toys.

    Not sure what else is out there of the LS right now, but the power of the deck, along with Visage and drain potential should be the keys to beating any deck.

    Let me know what you think, I am always looking to improve and learn.
    '

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