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Dj s ISB Drain #24

    Deck ID: 289

    Author: Angel "Dj" San Jose

    Title: Dj s ISB Drain #24

    Side: Dark

    Date Published: 1999-08-27

    Description:
    It doesn't get very high differential (about +15), but you can counter almost any strategy. 2 ways for retrieval, massive drains and power enough for fun. I qualified for my Regional (Ithor) with it.

    Rating:
    4.0

    Cards:

    'ISB Operations/Empire's Sinister Agents

    Locations (12)
    Coruscant Imperial Square (Starting Location)
    Coruscant
    Cloud City Port Town District
    Jabbas Palace Audience Chamber
    Yavin 4 Jungle
    Yavin 4 Docking Bay
    Tatooine Tusken Canyon
    Tatooine Jundland Wastes
    Tatooine Lars Moisture Farm
    Hoth Defensive Perimeter
    Spaceport Prefect's Office
    Spaceport Docking Bay

    Characters/Creatures(22)
    Darth Vader
    Darth Vader, Dark Lord Of The Sith
    Darth Vader With Lightsaber
    Zuckuss
    Colonel Wulf Yularen
    Officer Evax
    Lt. Pol Treidum
    Lieutenant Renz
    Outer Rim Scout x8
    Lobel
    Probe Droid x2
    5D6-RA-7 (Fivedesix) x2
    Bubo

    Vehicles/Starships (6)
    Mist Hunter
    Avenger
    Bossk In Hound's Tooth
    Tempest 1
    Blizzard 2
    Tempest Scout 3

    Weapons/Devices (2)
    Vader's Lightsaber
    Restraining Bolt

    Effects/Interrupts (16)
    Twilek Advisor x2 (1 for Starting Interrupt)
    There Is No Try (optional Starting Interrupt)
    Resistance (optional Starting Interrupt)
    Abyssin Ornament x2
    Ghhhk x2
    Control x2
    Tarkin's Orders
    Security Precautions
    Imperial Supply
    Expand The Empire
    Monnok
    Masterful Move
    Imperial Arrest Order'

    Strategy: '

    A few hints

    If you 'feel' LS goes with mains and SAC (ie. he starts with Obi's Hut), the Starting Interrupt is There's No Try. If not, you'd better go with Resistance.

    As you see, it's almost inmune to Revolution (I love when they revolve the starting location the next turn I deploy an ISB there and drain for 3).

    First turn you normally draw up, but you also can deploy something if you got a +1 drain location. It makes them think... Dont worry, most of your ISB are forfeit 5, he cant hurt you too much at first. And you will retrieve that early hero, anyway... -)

    If they play mains, dont deploy anything until you have 4 ISB in hand. Then deploy quickly and flip the Objective. Be sure he will come after you inmediately, so be prepared just to set up more locations with ISB and spread -not too much, though. Dont bother about losing ISBs from table, you know you will retrieve them. But dont let him kill all of your ISB or the Objective will flip back again (that's why Fivedesix is in there x2, and the Restraining Bolt put it on a Probe Droid and you have anohter Fivedesix, which cant be battled).

    Sometimes it's better if you lose characters from table in a battle. Picture this He deploys Obi, Han and Leia vs. your 4 ISB at Cloud City. He hits 2 of your people and you DONT DRAW battle destiny -it's optional. Why? Next turn you use Abyssin Ornament to get Lobel, deploy him on Tatooine, where you have 3 locations and Expand The Empire in the middle for a whooops draining of 11 there (remember your ISB drain +1, plus those Tatooine locations are all +1). Now, he's stuck there, he cant Nabrun his characters. Protect your Lobel with a Walker if you need to. To laugh a lil' more, deploy Fivedesix to where he has the people. He drains, as much, for 2. Game Over. You have 22 characters in the deck +3 Walkers. That's, hmmm..., power.

    Remember you normally activate 3-4 1st turn, 6-7 in 2nd, about 10 the next one, and so on up to about 18 cards (he has to deploy locations if he wants to drain, it helps). Goo Nee Tay makes nothing to you.

    Masterful Move is a key. It lets you look for that Ghhhk you need right now, or that Monnok.

    Keep Imperial Supply in hand until you know for sure he's not playing the Draw Their Fire/Frozen Assets-Beggar Combo.

    ORS This guys are great. I'll probably add 1 more instead of Zuckuss (and IG 2000, too). 1 ORS and Mist Hunter gives you a space power of 5 +destiny, and 6 forfeit. Much better ratio than a Destroyer, cause it only costs 5 force... and you'll lose that ISB back from attrition, just to be retrieved next turn. Also, Mist Hunter Destiny is a 4. And Hyperspeed 5, great for probing Hidden Bases... and to block Asteroid Sanctuarys

    If LS is playing Asteroid Sanctuary, he'll be probably playing Roche (it lets you look for Big One). So deploy one of those generic locations to it, preferably the docking bay, where you can deploy Mist Hunter or IG 2000, load it with ORS, take off and block the Sanctuary. I've done this several times and people just get collerical... -)'

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