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
 
Rig that destiny

    Deck ID: 5941

    Author: John "jpvz" Veasey

    Title: Rig that destiny

    Side: Light

    Date Published: 2000-04-24

    Description:
    A deck that deals direct damage, has massive retrival and should be able to hang with any deck.

    Rating:
    3.5

    Cards:

    'Locations(8)
    Rendezvous Point
    Cloud City Platform 327 (Docking Bay)
    Endor Landing Platform (Docking Bay)
    Hoth Echo Command Center (War Room)
    Hoth Echo Docking Bay
    Spaceport Docking Bay
    Yavin 4 Massassi Headquarters
    Yavin 4 Massassi War Room

    Characters (17)
    Lando With Blaster Pistol
    Melas
    Momaw Nadon
    Artoo
    ASP-707 (Ayesspee) x3
    Chewie With Blaster Rifle
    Daughter of Skywalker
    Han With Heavy Blaster Pistol
    Jerome Webb
    Luke With Lightsaber x3
    Obi-Wan With Lightsaber x2
    Orrimaarko


    Effects (7)
    Bacta Tank
    Do, Or Do Not
    Insurrection
    Traffic Control
    Undercover x2
    Wise Advice

    Interrupts (23)
    Clash Of Sabers
    Glancing Blow
    Off The Edge x2
    On The Edge x3
    Run Luke, Run
    Sorry About The Mess x2
    Surprise Assault x2
    The Signal x2
    Fallen Portal x2
    Narrow Escape x2
    Rebel Barrier x2
    Shocking Information x2
    Under Attack

    Weapons (5)
    Ewok Catapult x5
    '

    Strategy: '

    Note Run Luke, Run out and add a second Under Attack.

    This is an Ewok catapult deck as you can see. Hit and run is the name of the game here. There isn't really any drain potential here, you have to take it to your opponent. A deffensive deck that tries and react to whatever you opponent is playing. It will die against an all Big Blue space, but should be solid against any deck that is on the ground.

    Start at R Point for best activation and no drain for them. Docking bays help get around. CC for Off the Edge, Endor for the catapults, Hoth for activation and an early base. Spaceport DB to infiltrate Coruscant or Raltiir. Some Twix for activation (don't have Yoda or his hut).

    For charactes, need either self destiny or a weapon. Rigged weps destiny can hit anyone (Nice with SATM). Momnaw, Artoo and Jerome are to go Undercover Melas and Orri are decent stand alone guys. The keys to this deck are the ASP droids.

    Effects are to keep stuff going thru my deck. Wise Advise and DoDN are anti SAC. Bacta Tank keeps my guys going longer. Insurection gets the DB's out. Undercovers plug drains.

    The meat of this deck is the red here. Why no Tras Term. Because in my area Huntdown isn't too popular. I often see more Rops and ISB. For a big tourney I'd defineitly add some huntdown protection. Clash isn't seen too much today, but has surprise value. Glancing Blow helps me deal with the Dark Lord. The Edges are perfect for this deck's retival. SATM can be both an offensive and defensive weapon. Surprise Assaults can be nasty with rigged or tracked destiny. Signal to grab stuff. Fallen Portal is fun, love to see the color drain from my opponents face. Narrow Escape helps me run away and live to fight another day. Barriers help prevent beatdown ( I hope). Shocks are anti-Manip, but really just easy to recycle 5's.

    Then of course the Catapults. Drop and stack, simple as that.

    This deck has worked so far in the two tourney I have taken to. Looking for whatever help you can offer. '

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