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Pure Rumors Space v 2 0

    Deck ID: 2162

    Author: Andy "RexBanner7" Klema

    Title: Pure Rumors Space v 2 0

    Side: Dark

    Date Published: 2000-01-08

    Description:
    This deck (just like the first), uses the massive drains of Rumors and the space power of Big Blue to win games.

    Rating:
    4.0

    Cards:

    'Locations (9)

    Corulag
    Coruscant
    Endor
    Endor Bunker
    Endor Forest Clearing
    Endor Landing Platform
    Kashyyyk
    Kessel
    Kiffex

    Starships (11)
    Avenger
    Boba Fett in Slave 1
    Bossk in Hound's Tooth
    Dengar in Punishing One
    Devestator
    Dreadnaught x4
    Executor
    Vengence

    Vehicles (7)

    Blizzard Walker
    Blizzard 2
    Tempest 1
    Tempest Scout 1
    Tempest Scout 2
    Tempest Scout 3
    Tempest Scout 6

    Characters (14)

    Captain Lennox
    Captain Needa
    Commander Desanne
    Commander Igar
    Darth Vader
    Darth Vader, Dark Lord of the Sith
    DS-61-2
    Grand Moff Tarkin x2
    Lieutenant Arnet
    Lieutenant Cabbel
    Lieutenant Watts
    Major Marquand
    Officer Evax

    Effects (11)

    Battle Order
    Broken Concentration
    First Strike
    Imperial Arrest Order
    Imperial Decree
    Lateral Damage x2
    Ominous Rumors
    Oppresive Enforcement
    Security Precautions
    There'll Be Hell To Pay

    Interrupts (6)

    I'd Just As Soon Kiss A Wookie
    Masterful Move
    Monnok x2
    Trample
    Twi'lek Advisor

    Weapons (1)

    Vader's Lightsaber

    Objective (1)

    Endor Operations/Imperial Outpost '

    Strategy: '

    I do NOT try to flip the objective, I just use it for the force generation start and the ability to pull Rumors from the reserve. The extra Endor site is a good drain site, and a way to spread Rumors to another system. The systems are all of the drain 2 systems and drain -1 systems, except for Coruscant which is good for activation and for converting the LS version. All of the ships have ablility 2 permanent pilots, and some of them have immunity. The walkers are my own personal preference. Since you have to have Arnet in here (stops reacts) you should put in his AT-ST. Marquand and Watts on Tempest Scout 2 or the Blizzard Walker give you an added destiny. The others have ability 2 permanent pilots. The 2/2 pilots in here are personal preference, please don't argue with me about them. Tarkin and Vader are more ground power, and can go in space as well. Most of the Effects are in there to counter other strategies, which I will get into

    MWYHL Start Broken Concentration to hinder testing. The two Lateral Damages will come in handy if they are playing Super Falcon. Otherwise, your walkers can hold the ground and your ships can drain in space.

    Mains and Toys See above but start Imperial Arrest Order.

    Operatives This deck rips up Operatives. Start Battle Order. That will slow them down incredibly. Then get out Imperial Decree which will kill their drains. Then outdrain them in space. IJASKAW is my way of dealing with Landing Claw. If they get attached, apply Rumors to a different system and outdrain them in space.

    Hidden Base This deck also rips up Hidden Base. The Monnoks and Dengar take out X-Wing Swarm. Otherwise, you can set up your drains in space and beat them off wherever they go. They never suspect the second Lateral Damage ) Start Security Precautions. Your high drains will force them to flip somewhat early. Then just probe away and let SP do its work.

    Anything else? Don't worry about it. If numbers is prevelent in your area, sub in a Resistance. You almost always occupy the 3 battlegrounds. You can also use Tortures, but that takes up more space. I really can't think of anything else so enjoy As always, if you have any questions about my deck, drop me a message BEFORE you review my deck. '

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