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throne room m&t w/Super Falcon

    Deck ID: 5003

    Author: brad "swccguy" eier

    Title: throne room m&t w/Super Falcon

    Side: Light

    Date Published: 2000-04-02

    Description:
    This deck is a fairly standard non-revo throne room deck, but i can go into space with super falcon if needed.

    Rating:
    4.0

    Cards:

    'Start(4)
    Throne room
    Careful planning
    farm
    swamp

    other locations (6)
    yavin 4 war room
    hoth war room
    chirpas hut
    obis hut
    yodas hut
    rendezvous point

    characters (17)
    Obiwan w/saber x 2
    Luke w/saber x 2
    Leia w/rifle x 2
    Han w/blaster
    Captain Han
    Chewie w/blaster
    Chewbacca
    Lando w/blaster
    Orrimarrko
    Twass khaa
    boshek
    melas
    oola x 2

    creatures (2)
    nudj x 2

    ships (5)
    falcon x 2
    spiral
    redemption
    tantive 4

    interrupts (20)
    glancing blow
    courage of skywalker
    dont get @#$%y
    life debt
    protector
    rug hug
    i know
    skywalkers
    signal
    endor celebration
    quite a mercenary
    nabrun x 3
    sense x 2
    alter x 2
    transmission terminated x 2

    effects (6)
    hiding in garbage
    order to engage
    traffic control
    descent into dark
    bacta tank
    battle plan



    '

    Strategy: '

    Ok i've been messing w/ this for a few weeks, its been tweaked some and so far has beat huntdown (no duel), cct/duel, tat occupation, and rops.(the strategy is long just 2 warn ya)

    basic throneroom start, get nudjs out first few turns and take the activation advantage.

    then you battle on ground or in air. use epps+ destiny adders to hurt the opponent.

    matchups
    huntdown w/duel- tough game, use your aliens and support guys to fight while you get your duel protection, then you deploy luke or obiwan. dont put super falcon out if the objective is flipped.

    hutndown no duel- get out trans terminated asap, then battle where you need to. try not to lose to visage a lot, because you cant retrieve with this deck.

    cct/duel/manip-give them orrimarrko. drain with your guys at audience chamber, and battle to estblish control at carbo chamber, drain thoe 2 places + battle when you need to will make you win.

    isb-battle,battle,battle. if its a defensive deck try to do a lot of smal battles, as they will play ghhk in a big battle. if they are playing offensively try to win in 2 or 3 battles.

    ralltiir- get out your aliens, alter bad feeling, then beatdown on ralltiir with mains + adders. sense reacts.

    ties-toughest game because they retrieve soo much. try to battle often and sense all power 2 weapons. get out battle order to hurt drains.

    endor-control system. if they flip ypu need to flip them back. kill there guys with guns and sticks.

    ops-battle, win.

    court-invade chamber early. be careful if its a flipping version. shoot there bh-ers with your guns so they cant feed rancor. if they go space, you do too.

    occupation-play endor celebration OR establish control of thier system. put guys out to battle as
    needed.

    other-plsy careful till you see thier strategy.

    notes
    oola is to slow decks like huntdown and court.
    hiding in garbage does about the same thing as tunnel vision.
    my sac package is small, but enough to slow heavy sac decks and enough to hurt decks with no sac.
    descent into dark- don't you hate when you finally get all your mains out, but have no reserve deck to draw destinys from? well use this to keep an endless reserve deck.
    falcon x 2? use this plus cpt han plus leia in space (also if its all space like ties or something you put all your mains on ships, keep sending someoine like obi to bacta tank.)
    no revo??-you dont need em.

    any questions or comments ask me
    thanks for reading
    -swccguy
    '

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