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Come Out And Play 2 0 (Ralltiir Ops)

    Deck ID: 4119

    Author: Yit Fun "turboinsan" Yap

    Title: Come Out And Play 2 0 (Ralltiir Ops)

    Side: Dark

    Date Published: 2000-03-10

    Description:
    Second version of COAP.

    Rating:
    4.0

    Cards:

    'COAP 2.0.deck - Fri Mar 10 185637 2000


    Unknown Type
    Cloud City Downtown Plaza
    Coruscant Imperial Square
    Dagobah Cave
    Death Star
    Endor
    Forest
    Hoth Ice Plains
    Hoth Wampa Cave
    Jungle
    Ralltiir
    Spaceport Docking Bay
    Swamp

    Characters (15)
    4-LOM With Concussion Rifle
    AT-ST Pilot x3
    DS-61-3
    IG-88 With Riot Gun
    U-3PO (Yoo-Threepio)
    DS-61-2
    Lieutenant Cabbel
    Commander Igar
    Officer Evax
    Grand Moff Tarkin
    Darth Vader With Lightsaber
    Mara Jade, The Emperor's Hand
    Darth Vader

    Creatures (1)
    Bubo

    Vehicles (7)
    Tempest Scout 1
    Tempest Scout 2
    Tempest Scout 5
    Tempest Scout 6
    Blizzard Scout 1
    Blizzard 2
    Tempest 1

    Starships (5)
    Executor
    Boba Fett in Slave I
    Bossk In Hounds Tooth
    Zuckuss in Mist Hunter
    Devastator

    Interrupts (7)
    Alter x2
    Monnok
    Ommni Box
    Shocking Revelation
    Trample
    Twi'lek Advisor

    Effects (12)
    A Bright Center To The Universe
    Bad Feeling Have I
    Battle Order
    Imperial Arrest Order
    Lateral Damage
    Oppressive Enforcement
    Reactor Terminal
    Search And Destroy
    Secret Plans
    Security Precautions
    There'll Be Hell To Pay x2

    Unknown Type
    Ralltiir Operations/In The Hands Of The Empire
    '

    Strategy: '

    [Read this before reviewing]

    This is the second version of Come Out And Play. It has been refitted to include a tad more AT-STs, a bit more interrupts, and some locations have been switched around.

    The sites have different purposes. Timing is crucial in putting them down. Twix/D* should be put down early for force generation. Generic sites increase your battle bonus with Ralltiir. The 2/2 locations are placed in there for drain potential. Pull them out in the mid to late game, where you've got a formidable force amassed in your hand to defend these sites.

    AT-STs are meant for Ralltiir. However, due to the increasing popularity of Sense, Romas, and other things which cancel reacts, I still retained 2 AT-ATs. These provide ground power, and can be used on Ralltiir if faced with serious problems.

    Search and Destroy is very useful. It stops the power of inserts, makes the opponent deploy to the ground, and overall complements the deck. If your opponent's playing in space and refuses to come down, put this Visage wannabe out to dish out some damage.

    Hell to Pay stops abusive interrupts. Grab Rebel Barrier, Sense, and other nasty stuff. Shock and Omni Box are really easy to track recyclers. Use them if you want to. If you don't have the skill needed to track then take them out and put in some stuff of your own.

    The other stuff should be self explainatory.

    Default start is BFHI.

    Against Ops - Battle Order start. Play it out, don't let them get too much force, then move in for the kill.

    Against Speeder Ops - Frankly, I think this is the strongest LS deck out there right now. It will be difficult to play this game. Battle Order start, flip quick, start draining. Be very careful, and use your resources carefully.

    Against Ralltiir Liberation - Get out twix and such. Choke them. Beat them down. Get Ralltiir back, then they don't stand a chance.

    Against Profit - Start Secret Plans. Don't give them an alien. Flip, but don't drain for much in the process. Your opponent will be pressured into difficult decisions - whether to flip or not. Start beefing up your hand with power. Eventually if they want to play they have to flip. Then you either battle them off Tatooine or you start a drain race. If they're playing stuff like OTE, Bacta Tank, Alter them.

    Against HB - Start BFHI. If they're going space then get SecPrec. If not then just start whacking them.

    Against MWYHL - Search and Destroy will help in this game. So will Secret Plans. Grab Endor, go to Dagobah, start messing with their training. Drain for lots on Dagobah. If possible, kill Yoda.

    Can't really think of anything else.

    Oh yes, there's the matter of combos.

    Combo for the DS Super Falcon
    ZiMH + 4-LOM + Iggy = 3 destiny and none for your opponent.

    Beatdown (Interior)
    Vader + Tarkin + 4-LOM + Iggy = 2 destiny, a swing, a concussion, a capture, and a cancel.

    Beatdown (Exterior)
    Tempest 1 + Commander Igar + Trample = you know.

    If there're any questions drop me a msg and I'll be happy to answer them.

    [Review] '

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