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
 
Desert Storm Relived in the Y2K

    Deck ID: 6068

    Author: Dan "Mystikal" Christy

    Title: Desert Storm Relived in the Y2K

    Side: Dark

    Date Published: 2000-04-28

    Description:
    Draw the Iraqi's to the battlefield then let the swirling winds destroy them.

    Rating:
    4.0

    Cards:

    'Objective
    ISB Operations/Empire's Sinister Agents

    Locations
    Coruscant(average starting)
    Imperial Square (vs. HB)
    Cave (generator)
    Desert (huh?)
    3x Tatooine Desert (what?)
    Mos Eisley

    Characters
    8x ORS (the pilots)
    Chall Bekan (deployment reduction)
    IG With Gun (assassin, oh yeah)
    4-LOM With Gun
    2x Darth Vader
    GMT

    Vehicles
    Dune Walker
    Blizzard 2
    Blizzard Scout 1
    Tempest 1
    Tempest Scout 1
    T Scout 2
    T S 4
    T S 5
    T S 6
    (getting it yet? you will)

    Starships
    Zuckuss in MH
    Dengar In P1
    Bossk In HT
    Boba in S1

    Effects
    Reactor Terminal
    2x Hell to Pay (might switch one to a Tentacle as to have 2 of those)
    Tentacle
    Secret Plans
    ABCTTU (no operatives please)
    Crush The Rebellion (typical starter)
    4x Sandwhirl (ah-ha)
    Security Precautions
    Den Of Thieves
    IAO (no surprises)
    Resistance (3 battlegrounds is easy)
    Oppressive Enforcement

    Interrupts
    3x Control (I'll cancel Sandwhirl when I'm damn ready)
    2x Evader
    Twi'lek Advisor
    2x Abyssin Ornament (I like to go get my scouts)
    '

    Strategy: '

    Hopefully by now you don't think I'm crazy. Here's the deal, you setup your ORS in the Tempest Scouts and the AT-AT's. When they finally come to battle you, they will suffer losses that will sting for the rest of the tournament. You may lose force, but the forthcoming Sandwhirl will take out those pesky mains. The At-St's will react and save your ass, and the deserts being battlegrounds will give you better drain potential. I realize the generation is low, but once their folks are missing you will have all the time in the world (well at least within 60 minutes) to setup. AND MAINS IS NOT A PROBLEM YOU JUST HAVE TO SURVIVE ONE BATTLE AND THEN SANDWHIRL THEIR MAINS The docking bay and the drain +1 sites are not in because I cannot deploy a sandwhirl to them. AND I'll probably change something for a Point Man.. probably a sandwhirl. The Controls are in there so You can redeploy your sandwhirl provided you have another one in hand. Trample isn't in here because I don't trust my destinies (spelling?) and sandwhirl will hurt them worse than their guy dying. YOU CAN'T ALTER SANDWHIRL. '

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