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
 
Franks Palace v2 00000000000000000000001

    Deck ID: 3006

    Author: Frank "FrankLamanti" Lamantia

    Title: Franks Palace v2 00000000000000000000001

    Side: Dark

    Date Published: 2000-02-05

    Description:
    Ok, this isnt funny. Im tired of idiot reviews. READ THE STRATEGY. Do I have to spell out what every single card in here does?

    Rating:
    4.0

    Cards:

    'Locations (6)
    Coruscant
    Death Star
    Jabba's Palace Audience Chamber
    Jabba's Palace Dungeon
    Tatooine Cantina (start)
    Tatooine Jabba's Palace (start)

    Characters (15)
    4-LOM w/ Gun
    Boba Fett With Blaster Rifle
    Commander Nemet
    Darth Vader With Lightsaber
    Darth Vader
    Darth Vader, Dark Lord Of The Sith x2
    Dengar with Blaster Carbine
    Dr. Evazan
    Grand Moff Tarkin x2
    IG-88 With Riot Gun
    Jabba the Hutt
    Mara Jade, The Emperor's Hand x2

    Starships (5)
    Boba Fett in Slave 1
    Bossk In Hounds Tooth
    Dengar in Punishing One
    Executor
    Zuckuss in Mist Hunter

    Interrupts (22)
    Alter x4
    Combat Readiness (start)
    Elis Helrot x2
    Masterful Move x2
    Monnok x2
    Sense x5
    Torture x2
    Twi'lek Advisor x3
    You Are Beaten

    Effects (10)
    A Bright Center To The Universe
    Battle Order
    Come Here You Big Coward
    Lateral Damage
    Oppressive Enforcement
    Reactor Terminal
    Secret Plans
    Security Precautions
    There'll Be Hell To Pay x2

    Weapons (2)
    Mara Jade's Lightsaber
    Vader's Lightsaber '

    Strategy: '

    READ THIS

    Ok, its apparent I will have to say what every last card does and type how to play this deck exactly, because if I dont I get idiots to tell me to add something I already have, take out a vital piece of the deck...

    I dont have a Mara nor a Maras saber so I need this months prize Help

    Start Tatooine Cantina and Combat Readiness for JP. Get the AC and the Dungeon (AC first, Dungeon second).

    I dont play the objective because
    1. I dont have it.
    2. Id rather use my current set up because I get more activation
    3. if I was going to play with an Objective it would be Hunt Down, but like I said I still prefer to get most of my 0s out of my deck quickly. If I played Hunt Down I'd need 5-6 Battleground sites.. ack.

    The 3 Twi'leks make up for the Combat Readiness start, pull anything you need first turn. Masterful Moves are extremely sweet 6 destiny recyclers.

    My favorite strategy is to drop Vader (or Mara) with his (or her) saber to Cantina (THAT YOU START WITH) and start draining for 3. You can do this fairly easily 2nd turn. Its a nice way to start out the game and usually it will go unopposed for a couple turns.

    Anyway, heres the gameplan

    vs Ops Play a Bright Center on their planet then beat the hell out of them. The ECCs go a long way with Dr. Evazan. Kill the Operatives and beat the little guys. Battle Plan helps too.

    vs Hidden Base Twi'lek for Security Precautions early. This is where you pop out the 2nd turn drain of 4 too. Hit em early, but dont put your ships out until they flip. Then when they do flip, drop 3-4 ships and probe every system that you can.

    vs Martin Faulke HB Alter Our Most Desperate Hour and start draining. Try and get rid of their mains using Evazan and tracked destinies. Build up an Army at Alderaan and Tatooine, if possible. Lateral Damage the Falcon. You can beat this deck. Just make sure you have Secret Plans out, you have an Army at Alderaan and you are holding an Alter for OMDH.

    The Dungeon is for activation. I cant survive off 3 locations in the beginning of the game, that one force does matter, as I took out the Holotable for it (Faramir gave a good point that it would probably get blown up by the Trans Terminated). Do NOT tell me to take it out.

    Grabbers are for abusive interupts like Nar Shadaa or OUT OF COMMISION or Nar Shadaa Wind Chimes... SENSE also helps this out.

    Use Battle Plan when the opponent is playing Ops or Hidden Base. You can go control a system and have that thing working. Its a key card against beating Operatives, dont tell me to take it out or add a battle ground system to get use out of it.

    Commander Nemet is for reacts, mainly Spiral and Skiffs and so forth. He is good. Do not tell me to take him out.

    Dr. Evazan is for operating on people to cause big battle damage. He is good. Do not tell me to take him out.

    The ships are good, dont tell me to take them out.

    I think you see a pattern, if you dont, send an email to the Decktech Admins telling them to delete your account. '

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