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the grow op busters

    Deck ID: 22654

    Author: Jonathan "Vanshitoo" Ballin

    Title: the grow op busters

    Side: Light

    Date Published: 2002-04-07

    Description:
    the busters were walking around the grow op when they found a meth lab bunker so they blew it up

    Rating:
    4.0

    Cards:

    ' starting

    Rebel strike team/OD’D

    the shield is down

    strike planning

    sqad assignments

    endor

    busters landing site

    HFTMF

    Unusual amount of fear+10 shields, I have all


    Location

    drugbunker

    hidden dealing trail

    back door

    dense forest



    Characters(the busters)

    Wedjie DSL

    gen calrissian

    dash rendar

    quite-gone Jinn

    crix madine

    corran horny

    lt. blout

    clnl. crackhead

    corp. midje

    sgt. carlson

    sgt. junken

    mjr. panno

    corp. bezzer

    corp. kenesaric

    orrimaarko

    gen. solo

    CoK

    daughter of skywalker

    luke JK

    luke RS

    WUTA

    Obi w/saber


    Starships

    gold sq. 1

    red sq. 1

    tala 1

    tala 2

    R2 in red 5

    outrider

    home 1


    green

    manakin’s saber

    chargex2

    concussion gernade

    E-11B blasta


    EpicE

    DTSG


    Interupt

    dash

    throw me another chargex3

    endor celabration(everyones invited)

    we with 2 board at 1nce

    take the initiative


    E ffects of drugs

    close air support

    insurrection combo

    menace fades


    AO

    concentrAte all fire

    capital support

    taking them with us

    '

    Strategy: '

    sorry about the strangeness of the strategy but something went wrong with the srtat



    this deck sets up like a well organized drug bust.

    on the first turn (force impending)I pull

    (and deploy) crix, who pulls his CoK who pulls

    wuta who pulls a site i can also pull back door and

    bunker (i get a force because TSID). If i have enough

    force which is xtremely doughtful I pull genaral

    calrissian who pulls GS1. Anyways Even if I dont

    do

    all those steps I will still have plenty of

    activation on turn 2 where I pull more sites

    and scouts. by turn 3 or 4 I will be set up for

    flip when I flip I send scouts into bunker and use

    the +4EE bonus and a charge to blow it away. If

    the

    druggy’s come to the bunker i’ll blow them

    straight

    to hell with concussion gernade or a charge.

    once I

    clean out the bunker I spread out in my grace

    turn

    (they have no hand) and drain. the game should

    be

    quick after that because of the force swing and

    O.K.

    drains at Endor. this deck isn’t a battling

    powerhouse on ground or space but i have good


    enough forces to maintain what i need to of both


    places (8 destiny 6and7s help).

    Why 3 different AO’s? even people on crack can

    see that lots of AO’s R compatible w/scouts

    concentate all fire=scouts immune <6 better

    weapond draws

    capital support=give enemy capital punishment

    with

    xtra force loss

    taking with us=cheaper deploy, harder to hit etc.




    Thanks for reviewing this deck

    it will beat all druggies (if they R high)

    '

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