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TDIGWATT Manipulation

    Deck ID: 2294

    Author: Evan "fizz247" Clemens

    Title: TDIGWATT Manipulation

    Side: Dark

    Date Published: 2000-01-13

    Description:
    With people reeling at the release of ECC and EJP, and foil cards hitting the table left and right with Reflections, there comes the longest accronym in the game...

    Rating:
    3.5

    Cards:

    ' denotes starting

    Objective (1)
    This Deal Is Getting Worse All The Time

    Locations (7)
    Bespin
    Bespin Cloud City
    Cloud City Upper Walkway
    Cloud City Security Tower
    Cloud City Dining Room
    Cloud City West Gallery
    Cloud City Port Town District

    Characters (15)
    Darth Vader
    DLOTS
    EPP Vader
    Grand Moff Tarkin
    Admiral Ozzel
    DS-61-2
    DS-61-3
    EPP Fett
    Brangus Glee
    Djas Puhr
    Bane Malar
    Jabba
    Lando Calrissian
    Mosep
    Zuckuss

    Starships (9)
    Boba Fett In Slave I
    DIPO
    Bossk in Bus
    Death Squad Star Destroyer x2
    Obsidian Squad TIE x2
    OS-72-1 in Obsidian 1
    OS-72-2 in Obsidian 2

    Interupts (23)
    Any Methods Necessary
    Masterful Move
    Torture
    Set For Stun
    Imperial Barrier
    Shocking Revalation
    Alter
    Sense x2
    Monnok x3
    A Dangerous Time x4
    Scanning Crew x7

    Effects (5)
    Secret Plans
    Battle Order
    Dark Deal
    Reactor Terminal
    Security Precautions
    '

    Strategy: '

    Edit Please someone reveiw my deck for what it is worth, and say something worthwhile... saying it is balenced and giving it a 3 doesnt make any sense at all. There are two Boba's for flexibility and in case one dies, and EPP Fett tends to rather quickly.

    Ok, manip is sometimes difficult to play, but this shouldnt give you too much trouble. Basically, the drains with Dark Deal give the urgency that your opponent needs to deploy, but cant. You should be able to set up quick, with two sites to start with, Lando via the prison, Boba and his ship, and the relatively cheap characters and quick force generation. Phsyc impacts are devistating too, and can cause your opponent to make mistakes, or be paranoid. You should be strong enough in space to hold your own, as long as you avoid a beat and keep draining. Ops could give some trouble, but if you establish your drains, you will be in a better prosition to hinder his, and take advantage of Battle Order. This deck attemps to strike that precarious ballence between drain and battle, ground and space, damage and defense. The deck is currently in a very flexible state, and should definately be meta-ed. I dont think EJP effects this too much, b/c the lightside gets the shaft again. I dont use any of the EJPs because im looking for destiny draws and cheap deploy, and zuckess belongs on the ground. Mara Jade could be made to fit in here, your choice... maybe ditch stick vader and a reactor terminal... Either way, this deck is pretty damn solid. '

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