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The not-so-original RalOps deck

    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
    '

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