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The best offense is a GREAT defense

    Deck ID: 4164

    Author: Markus "Lone Gunner" Wuest

    Title: The best offense is a GREAT defense

    Side: Dark

    Date Published: 2000-03-11

    Description:
    big blue TatOcc with a twist

    Rating:
    4.5

    Cards:

    'Locations (9)

    D Cave
    Death Star
    JP Audience Chamber
    Tatooine
    T Cantina
    T JB
    T Jundland Wastes
    T LMF
    T Mos Eisley

    Characters (20)

    4-Lom with CR
    Adm. Ozzel
    Boba with BR
    Cmdr. Igar
    Dannik Jerriko
    Danz Borin
    DV with LS
    DV, DLotS
    Djas Phur
    Dr. E.
    ds-61-2
    ds-61-3
    ds-61-4
    Gen. Veers
    GMT
    Iggy with RG
    Jabba the Hutt
    Mara Jade
    Niado Duegad
    Bubo

    Vehicles/Starships (10)

    Blizzard 2
    Dune Walker
    Tempest 1
    Boba in S1
    Bossk in Bus
    Dengar in P1
    Dreadnaught HC
    Victory Class SD x 2
    Zuckuss in MH

    Interrupts (5)

    Combat Readiness
    Imperial Barrier
    Twilek Advisor x 3

    Effects (15)

    Bad Feeling have i
    Battle Order
    Come here you big coward x 2
    Knowledge and Defense x 4
    Resistance
    Security Precautions
    Tatooine Occupation x 2
    Therell be hell to pay
    Imperial Arrest Order
    Traffic Control

    Weapons (1)

    Mara Jades LS '

    Strategy: '

    The best offense is a great defense - hmm ??


    This is a version of a deck I played some time ago.
    I always felt it has some potential. Lets give it
    a try. It's only the second attempt, please be patient.

    Starting stuff would be Tatooine plus combat readiness
    and oc Jabbas Palace. It gives you good activation and
    the ability to pull out the AC. The other locations in
    the deck are for obvous reason. Cave and D* for the activation
    and the other Tatooine locations for setting up the Occupation
    and for draining purposes.

    Basically it's a straght big blue occupation. Try to get out the
    locations. Gather a fleet at Tatooine. Secure the ground with walkers
    and characters - you know the story Nothing too tricky. I really
    like the VC SD because of their hyperspeed and their bonus in ground battles.
    Along with Tatooines game text it gives you some power boost. There are
    many pilots and ships in there to make sure the occupation last long enough to
    win the game. With the bh ships and the imp. navy it shouldn't be a problem.
    If your opponent tries to battle you on the ground, just throw the big stuff at
    him and win by pure power advantage. You cant win the attrition war because
    the destinies in this deck suck.

    Vs. Hidden Base (numbers/swarm/mains)

    That's a good machtup for the deck. Against a x-wing swarm deck, just get the early
    drains going. Play fast Get Sec Prec out and go for the hidden base. Once he flipped
    its time for your fleet and start probing and get the ships to Tatooine
    for the occupation. Even if you don't find the base on your frist tries, the occupation
    hurts. If he drains a lot in space, just insert K&D. Along with Come here you big coward
    he drains for zero if it comes up To make sure he has to spend force to drain get Battle
    Order out. Against numbers get the K&D and Resistance combo going, drain and occupy.
    Hb mains is hard. Most of the time they will go for the EPP hit squad. To prevent the big hit (btw great movie)
    and to give you some time to prepare your forces to strike back, insert k&d and the barrier
    to give you the time you need. To prevent the nabrun smackdown use IAO. Against mains let your
    opponent make the first step, then counter with beatdown.

    Vs. ops (or any fast draing deck)

    Key is to get battle plan/k&d/come here you big coward combo going This should
    give you the time to get the drains and occupation going. Keep inserting k&d If this combos
    runs, you will win the game as he drains for zero.

    Vs. Proft

    As the Objectice resolves first, you convert his Palace and then on first turn the ac.
    This causes activation problems for your opponent giving you the advantage to establish your
    position on tatooine.

    I don't want to in detail for evey decktype you may face. This deck runs on k&d with
    resistance and Come here you big coward to counter your opponent. Theres enough power in
    this deck to clear taooine. Just stick to Tatooine and drain and occupy, k&d will do the rest.
    If order to engage/bo shuda/narrow escape are big in your area, put in Blast Door Controls (works well
    with rebel barrier too) and Point man. Heavy sac is 'only' a problem for your twiliek advisor,
    but It can be crucial, because you cant search for the important effects. Grabble sense and play a well timed
    advisor Against scramble (see above) or just pop all you pilots in walkers, chanceling the effect.
    Maybe exchange Dennik for First Strike. I know thers no spy protection except bubo - but its
    not very common in my region to play that many spies

    That's all, have a nice one and please be patient
    '

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