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
 
Tatooine Holographic Insanity

    Deck ID: 4447

    Author: Karl "Igar" Sundberg

    Title: Tatooine Holographic Insanity

    Side: Dark

    Date Published: 2000-03-18

    Description:
    This deck sets up Jabba's Palace and the Holotable early for force generation then sets up Tatooine Occupation. The deck uses Holograms/masterfull move for holotable drains and big destiny for weapons/double destiny draws.

    Rating:
    4.0

    Cards:

    'Start (3)
    Tatooine Space
    Tatooine Jabba's Palace
    Combat Readiness

    Locations (6)
    Imperial Holotable
    Jabba's Palace Aud.
    Tatooine Mos Eisley
    Tatooine Moisture Farm
    Tatooine Jundland Wastes
    Tatooine Tusken Canyon

    Vehicles (5)
    Tempest 1
    Blizzard 2
    Dune Walker
    Blizzard Scout 1
    Tempest Scout 4

    Ships (7)
    Executor
    Devastator
    Dreadnaught X3
    Bossk in Hounds Tooth
    Zuckuss in Mist Hunter

    Characters (15)
    Vader w/lightsaber X2
    Grand Moff Tarkin
    Mara Jade
    Jabba The Hutt
    Fett w/blaster
    4-lom w/rifle
    Commander Igar
    Dengar w/blaster
    Dr. Eveazan X2
    DS-61-2
    Officer Evax
    Lieutenant Cabbel
    Captain Lennox

    Weapons (1)
    Mara Jade's Lightsaber

    Effects (10)
    Tatooine Occupation
    Security Precautions
    Visage of the Emperor
    Image of the Dark Lord
    Presence of the Force X2
    Secret Plans
    Battle Order
    Oppressive Enforcement
    Disarmed

    Interrupts (13)
    Twi'lek Advisor X3
    Trample
    Masterful Move X4
    Monnok
    Always thinking with your stomack
    You are beaten X2
    Look sir Droids

    '

    Strategy: '

    The deck starts with tatooine space and Jabba's Palace to rip Jabba's Aud. for good early activation and easy Occupation. The deck also gets good early activation with 4 masterfull moves to grab the holotable early and to reduce the need for 0 destiny sites. Then depending on the hand and opponents deck it sets up well deffended drain at any of the locations then sets up tatooine Occupation (removed from the deck with a Twi'lek Advisor). The rest of the decks plan is simply to use the decent destiny in the deck with weapons and double destiny draws to battle your opponent ethier where they are or off tatooine. And whenever possible the deck trys to finish with a well placed You are beaten with vader w/lightsaber or Jade w/lightsaber.

    Well unfortunatly I have not played many of the top deck types because I live in Maine where most people mostly play fun decks that don't ever include numbers or Operatives (which is why the deck has no numbers protection).

    The deck is designed to butcher Profit decks planing to convert thier starting locations and use thier objective to help you set up occupation. Oh and Look sir droids to kill a gift.

    The ship count is so the deck can easly hold tatooine space for enough turns to count against any space deck (Hidden base or otherwise).

    Against Mains and toys (most decks in Maine currently) Weapons that hit 50% of the time and Walkers drive them nuts expesialy with Dr. E. Also most are designed around tatooine so they give you good drain/occupation sites.

    Against Training the multiple sorces of force loss holotable, space, ground, presence of the force and occupation out pace the deck and the balacne of the deck gets around Battle Plan.







    '

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