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
 
Dantooine Air v1 0

    Deck ID: 7314

    Author: Jamie "JEEBS" Giberti

    Title: Dantooine Air v1 0

    Side: Light

    Date Published: 2000-06-07

    Description:
    Dantooine that flips qucik and takes to the skies

    Rating:
    4.0

    Cards:

    'Starting

    Dantooine base Operations
    Dantooine
    The Signal
    Wise Advice (4)

    Effects

    Farm
    Swamp
    Forest
    spaceport D Bay
    Ralltir
    Kessel
    Coruscant
    Kiffex (8)

    Weapons

    Anakins lightsabre
    Obi-Wans Lightsabre (2)

    Creatures

    Nudj x 3 (3)

    Effects

    Goo Nee Tay
    Bacta Tank
    Docking & Repair Facilities
    Traffic Control
    Mantellian Savrip
    3 x Kessel Run (8)

    Characters

    Luke with Lightsabre
    Obi-Wan with Lightsabre
    Han with heavy blaster pistol
    Leia with Blaster Pistol
    Boushh
    Captain Han Solo
    Master Luke
    Obi Wan Kenobi
    Chewbacca
    Tawss Khaa
    Orimaarko
    Lando Calrissian
    Melas
    2 x Ralltir Freighter Captain (15)

    Interrupts

    4 x It Could Be Worse
    2 x Nabrun Leids
    2 x Its a Hit
    Lost in the Wilderness
    Courage of a Skywalker
    Glancing Blow (11)

    Starships

    4 x X-Wing Squadron
    2 x Y-Wing Squadron
    2 x Millennium Falcon
    Red Leader in Red 1 (9)
    '

    Strategy: '

    This is a very fast DB Ops deck. It normally flips on turn 4, but a 2nd turn flip has been done. Start by getting the swamp and nudj, and repeat the next two turns so you have 3 locals and 3 Nudjs. Goo nee Tay is also very good, it makes Imps like vader and Mara deploy 10 to dantooine. Once the Nudjs are out, deploy 3 rebels (and more characters if you want) and flip the objective. Keep a good hold on two of the three locations, preferably Swamp and Forest.
    Once flipped, go into space. A squadron will give drains of 4 at Kessel and Coruscant + another 3 at kiffex. Use the Falcon to do K run, so you can make it in one go.

    VS ISB

    They will still be able to deploy their agents to dantooine (cos they*re all spies) so you will have to beat them up. Lost in the wilderness is for 5D6-RA-7 if they send him to dantooine. You should be able to beat on them on the ground, and if you pull off a quick flip, the space drains will hurt

    VS HD

    Be careful. You may want to substitute a Nabrun Leids for a transmission terminated if HD is popular in your area, but there is still boushh to cancel it. There is plenty of Anti-dueling stuff in the deck, so don*t be too worried. they will have a hard time trying to sense things while HD is on flip side, even with DV, they will have to draw a 1

    VS COTVG

    Could be the biggest problem, as aliens are unaffected by goo nee tay and the objective*s deploy increase. Don*t spread too thin, or they will beat you down. Get into space fast, you will have the advantage.

    vs This deal is getting worse.....

    Don*t let them get DD going. If neccessary, flip DBO then go all out on cloud city and space, so you can stop them controlling 3 sites. If they do get it going, your -1 will help. Best way is to stop them before they flip.

    VS Heavy space

    SFS will get trashed by the squads and superfalcon, but BIG BLUE could be more of a problem. You will have to keep dantooine safe, and pick your battles carefully. If they try to deploy on the ground, Kill them

    Thanks for reading '

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