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1 turn kill Tunnel Vision rocks

    Deck ID: 4925

    Author: Andy "Solo337" McClure

    Title: 1 turn kill Tunnel Vision rocks

    Side: Light

    Date Published: 2000-03-31

    Description:
    This deck is all about battle damage. Tunnel Visions get your combos together, and the classic Draw Their Fire/ frozen Assets combo locks ghhks.

    Rating:
    4.0

    Cards:

    '
    Locations (7)
    Throne Room
    Swamp
    Farm
    Yoda's Hut
    Chief Chirpa's Hut
    Y4 Massassi HQ
    Rendevous Point

    Characters (Only 11)
    EPP Obi x2
    EPP Leia x2
    EPP Han x2
    EPP Luke x2
    ECC Chewie
    Tawass Khaa
    Orrimaarko

    Starships (4)
    Lando in Falcon
    Redemption
    Spiral
    Tantive IV

    Interrupts (25)
    Tunnel Vision x5
    Careful Planning
    Clash of Sabers x3
    The Force Is Stong With This One
    Gift Of The Mentor x2
    Skywalkers
    I Know
    Don't Get Cocky
    Don't Forget The Droids x2
    Shocking Info
    The Signal
    I've Got A Bad Feeling About This
    Transmission Terminated x2
    Nabrun Leids x2
    Glancing Blow

    Effects (11)
    Order To Engage
    Draw Their Fire
    Frozen Assets x3
    Scrambled Transmission
    WYTTPOU
    Mechanical Failure
    Battle Plan
    Revolution
    Bacta Tank

    Creatures (2)
    Nudj x2
    '

    Strategy: '


    The entire point of this deck is to destroy in 1 or 2 big battles. It's done very well in playtesting against all types of decks. Start Y4 Throne Room, Swamp and Farm (Duh). Get Nudj's out ASAP, and get 1 or 2 characters, and 1 or 2 tunnel visions. Then just wait. Activate, activate, activate. When you have enough force for a real beatdown, play 2 tunnel visions to get all characters you need, and adders to go with them. Then deploy, clash their best character, draw their fire/ frozen assets, and beat them really badly.

    You don't need more characters than 11, just get them together once or twice, and you should win.

    Vs. HDADTJ Clash Vader and beat the others. I dropped Courage in place of Glancing Blow for 2 reasons 1. It has more beatdown potential. 2. If you cancel their big duel destiny, you should win. The destiny in this deck is very good.
    Transterms in, of course. Use TV to get them if you need them.

    Vs. ROPs Save more force than usual. Most Rops rely on reacting, and Frozen assets stops reacts cold. Fairly tough game, but Mechanical Failure should help.

    Vs. Big Blue This is your hardest game. If they deploy on ground, you should be able to kill them, but if they stay purely in space, you'll have more trouble. Put your mains in space. Get out Battle Plan, Bacta Tank and Redemption. Order to Engage can really hurt if they try to run from your mains.

    Vs. ISB Easy game. Just kick the crap out of those annoying agents, and use DTF/FA to keep them from Ghhking it. Use Nabrun as needed.

    Against COTVG I haven't lost to this one yet. Beatdown works well, just don't let them capture any of your big mains, and kill them with weapons/attrition.

    Vs Ops I haven't tried this game, but it should be easy. DTF/FA, beatdown and Nabrun.


    There are a few cards that I would like to add, but don't know what to take out. Another signal, another grabber, and a few more characters would help. Generally, 11 is plenty of characters, but I would like another signal. If you aren't expecting Odds, drop a Don't Forget The Droids, but other than that, I'm not sure.

    Let me know what you think-
    '

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