Deck ID: 6312
Author: J.D. "Talz" LaCure
Title: The not-so-original RalOps deck
Side: Dark
Date Published: 2000-05-04
Description:
Another RalOps deck, not too exciting, but does have SAC, an addition of mine. Basicaly, I need to be active again.
Rating:
4.0
Cards:
'Starting(4)
Ralltiir Operations
Ralltiir
Twilek Advisor
Imperial Arrest Order
Characters (15)
EPP Vader
DLOTS
Tarkin
DS-61-2
DS-61-3
DS-61-4
Evax
Cabbel
Davin Felth
Ardan
Marquand
Arnet
AT-ST Pilot x3
Creatures (1)
Bubo
Vehicles (6)
Blizzard 2
Blizzard Scout 1
Tempest Scout 1
Tempest Scout 2
Tempest Scout 5
Tempest Scout 6
Starships (6)
Devastator
Bossk in
Boba in
Zuckuss in
IG-88 in
Dengar in
Locations (8)
Spaceport Docking Bay
Desert
Spaceport Street
Hoth Ice Plains
Courscant
Kessel
Death Star
Kashyyk
Effects (9)
ABCTTU
Resistance
Sandwhirl
Lateral Damage
Reactor Terminal
Battle Order
There'll be Hell to pay
Search and Destroy
Interrupts (11)
Main Course
Monnok
You are Beaten
Ghhhk x2
Masterful Move x2
Sense x2
Alter x2 '
Strategy: '
Well, you basically play this deck like any other RalOps. Get out your sites, put down some fodder and walkers, and flip. Once that happens, drain and battle your opponent to death.
The only things that are too different about this deck is the addition of two senses, two ghhhks, and extra effects. The things that are missing
Igar/Tempest 1 (I don't own)
Mara/Mara's Stick (Ditto)
so, once you flip you get your battling forces together and go fight. Your additons to battle destiny will help the already high destinies in this deck. Go and have fun with your opponent.
well, now for some card choice explanations
Characters, pretty basic, not too many though
Vehicles, I chose these for power and reacting ability
Starships, all the BHunter's ships, plus Devastator for support
Locations, a lot of systems, to convert (to lower space drains) and activation
Effects, protection for odd decks, and for popular ones as well, plus stuff like Lateral Damage
Interrupts, mostly basic stuff, except the SAC and Ghhhks, but they're used a lot
now, vs specific deck types
HB, you must prevent control of Ralltiir, once you flip and deploy Security Precautions, Battle and Probe
Profit, whether they come to you or not, protect your sites and drain in space some as well, you should win the drain race
MWYHL, not any Training prevention cards in here, but try to battle en masse when possible
QMC, try to prevent their flip by controling the skys, battle and drain
Throne Room/Tosche Mains, the reason for the Ghhhks, and the Main Course, try to flip, that is the key to victory
that's all I can think of right now
All constructive criticism is welcome,
Talz
'