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Free Bespin v2 0

    Deck ID: 6936

    Author: Travis "Com Igar" Rumans

    Title: Free Bespin v2 0

    Side: Dark

    Date Published: 2000-05-20

    Description:
    The underrated Quiet Mining Colony deck.

    Rating:
    4.5

    Cards:

    'Starting
    Quiet Mining Colony/Independent Operation
    Bespin
    Bespin North Corridor
    The Signal
    Battle Plan

    Locations (4)
    Cloud City Bowntown Plaza
    Cloud City Core Tunnel
    Cloud City Lower Corridor
    Bespin Cloud City

    Effects (6)
    Ultimatum
    Cloud City Celebrationx2
    Uncontrollable Fury
    Lightsaber Proficiency
    Goo Nee Tay

    Interrupts (10)
    Slight Weapons Malfunction
    Skywalkers
    The Signal
    Fall of the Legendx2 (easy to track 6)
    Path of Least Resistancex3
    I Knowx2

    Weapons (2)
    Obi's Saber
    Anakin's Saber

    Ships (9)
    Gold Leader in Gold 1
    Spiral
    Red Leader in Red 1
    Millennium Falcon
    Z-95 Bespin Defense Fighterx4
    Medium Bulk Freighter

    Characters (24)
    General Solox2
    Leia With Blaster Rifle
    Daughter of Skywalker
    Obi-Wan Kenobix2
    Chewbacca
    Son of Skywalker
    Pucumir Thryss
    BoShek
    H'nemthex3
    R2-D2
    Melas
    Lando With Blaster Pistolx2
    Pucumir Thryssx2
    Master Luke
    Chewie with Blaster Rifle
    Sergeant Edian
    Commander Wedge Antilles
    Orrimaarko
    Incom Engineer
    '

    Strategy: '

    Damn Wong side of the Force. I was going to post another deck but I couldn't
    find it, and I forgot to hit the back arrows. Well, it was an honest mistake.
    Gotta keep active, though I can't post an entirely
    new deck until my cards are sorted (I'm going for Profit, maybe with
    Tat Celebration. Any suggsstions?) The least I can do is post a REAL deck,
    if not an entirely new one.
    The strategy's pretty straightforward set up the big drains on
    Cloud City and use CC Celebration to retrieve. Battle Plan hurts most
    DS speed drain strategies, so it's pretty easy to win the drain race,
    especially since your drains can't be modified or canceled. Typically,
    this deck has a few big confrontations with the enemy in which both decks
    get chewed up, but CC Celebration eventually get it back into position.
    Now for specific deck types

    vs. ISB
    There's so many ISB variants, I'm reluctant to put it under a single
    category. Still, IAO ISB is the most popular variant in the metagame.
    They can't modify or cancel your drains, so you'll be able to keep pace
    with them in a drain race, but most ISB decks have a hard time with
    Battle Plan, so you'll have an edge. If you expect to do any damage in
    a battle, pack the Forfeit=0 weapons; although it's not hard to get more
    power than IAO ISB, doing any battle damage is hard because their forfeit is so
    high.
    Some ISB decks are foolhardy enough to attack Bespin. The Mains and the Path
    should keep them off. If you really want some smackdown, track Fall of the Legend.
    ISB was the most popular deck when I first made this deck, and typically
    keeping your drains from being modified or canceled is a game winning
    edge.

    vs. Dark Deal
    You probably won't flip, but you won't have to. With the mains (especially Lando)
    and the Path, you can hammer any attempt to set up Dark Deal quickly. The H'nemthes
    are useful, too. A lot of these decks juse Obsidian 1 and 2 and maybe some EBH ships,
    so the Z-95s and Leaders will win the space battl, and Melas and BoShek even things
    if Zuckuss shows up.
    It's not too hard for your to cancel Dark Deal, and easier still to cancel CC Occ.
    Battle is a necessity, because your drains won't be big unless you somehow manage to flip.

    vs. TIEs
    The independent starships are immune to Tallon Roll, so you can actually hold Bespin.
    A few big drains on the city should really hurt the TIE, especially since they can't use
    Dreaded Imperial Starfleet.
    Get the Incom Engineer, he pumps Z-95s.

    vs. RallOps
    Outdrain them. Some RallOps decks can actually get decent drains, so if you've got
    Celebration going, use some suicidal mains to pick off the non-unique leader. Depending
    on their setup, though, the extra drains could hurt less.
    Decree hurts if it works, so super falcon them in space (you won't need to at Bespin)
    Again, a few big drains on Cloud City should knock them around, and CC Celebration keeps
    this deck in the game. Path is a key card if they true to assault Cloud City on the ground--
    Lando will almost always add a battle destiny. If they attack you in space, it'll be a hard fight for
    a little while, but the RallOps guy's probably only has enough space to deal with HB when he has
    Security Precuations at his back.

    vs. Court
    Rising in popularity (one of the reasons I'm changing).
    If they're smart, they'll pull their independent starships and attack the sytem.
    Some people are dumb enough to put down Zuckuss alone if you have ability<7 ('Ok, your power's
    4 plus desinty. I don't get a destiny, so my power's just 20'). Unless they put down all
    the BH ships at once, though, you can fend them off. Track high destinies.
    If they attack you on the ground, Path becomes important. It'll be a big battle, but one
    this deck will win with judicious use of the Path, destiny tracking, and CC Celebration.
    a key card. '

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