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
 
Falke Dark Deal

    Deck ID: 7193

    Author: Martin "MylordMartin" Falke

    Title: Falke Dark Deal

    Side: Dark

    Date Published: 2000-05-27

    Description:
    Mains + Toys with big drains in the mid game.

    Rating:
    4.5

    Cards:

    'ECC Objective

    Locations6
    Casino
    Port D/T(?)own District
    Security Tower
    Downtown Plaza
    Bespin CC
    Bespin

    Effects6
    Opressive Enforcement
    Secret Plans
    Battle Order
    First Strike
    Reactor Terminal
    Dark Deal


    Characters16
    Darth Vader
    Darth Vader, Dark Lord
    Vader with Saber x2
    Mara x2
    GM Tarkin
    Igar
    Zuckuss
    Branguss
    Lando Calrissian
    Dr. Evazan
    Dengar with Gun
    Barquin D`an
    IG-88 with Gun
    4-Lom with Gun


    Blue Cards9
    Blizzard 2
    Tempest 1
    Tempest Scout 6
    Boba in S1
    Zuckuss in MH
    Bossk in HT
    Obsidian 1
    Obsidian 2
    Dreadnought

    Interrupts21
    Any M. necessary
    Tallon Roll
    Dark Maneuvers
    Shocking Rev.
    CC Sabacc x2 (only 4 fun)
    Masterful Move
    Monnok
    Barrier x2
    Ellis Helrod
    You are beaten
    The Circle is now complete
    Vaders Obsession
    Sense x3
    Alter x2
    Control x2

    Weapons1
    Mara`s Saber
    '

    Strategy: '

    This deck is only played in fun games. I think I have to exchange some cards to make it 'tournament legal'...
    There are some general ideas to deal with
    1. Choose your SL wisely. With Port ... District you have an early drain with Lando (power=4 for one force). The Casino can be useful for the force activation and retrieval.
    2. At the beginning of each turn, look for your Shocking Rev. and count your mains, locations, starships etc, - whatever you need.
    3. Use your mains like in a Hunt Down Deck.
    4. There are soooo many different interrupts which are all worth to stack for Light Side
    Ellis, Sabbacc, Tallon Roll, the used 5`s and 6`s, barrier and maybe Sense and Alter.
    5. The Obsidians at CC with the tallon roll are very strong. They can even kill th super falcon.
    6. Sabacc is tech. Play it at every time, exspecially in the opponent`s activation phase or in the weapon phase in a battle. Not the retrieval is the best thing, in the end game the opponent sometimes has no destiny for battle or duel.
    7. Circulate your high destinies and use them for a battle or perfect sabacc.
    8. Remember, it`s only a fun deck...

    Martin Falke, Germany '

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