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Bring Him The Sevens

    Deck ID: 8687

    Author: steve "stevie B" baroni

    Title: Bring Him The Sevens

    Side: Dark

    Date Published: 2000-07-24

    Description:
    This deck uses the new objective to get out the emperor quik and convert luke even faster.

    Rating:
    4.5

    Cards:

    'Bring Hin Before The Sevens.deck - Mon Jul 24 194313 2000


    Unknown Type
    Death Star II Docking Bay
    Death Star II Throne Room
    Endor Landing Platform (Docking Bay) - Foil
    Spaceport Docking Bay

    Characters (15)
    Darth Vader, Dark Lord Of The Sith x5
    Emperor Palatine x2
    Grand Moff Tarkin x2
    IG-88 With Riot Gun x2
    Janus Greejatus
    Mara Jade, The Emperor's Hand x2
    Sim Aloo

    Starships (4)
    Death Squadron Star Destroyer x2
    Flagship Executor
    Zuckuss In Mist Hunter

    Interrupts (12)
    Counter Assault x4
    Force Lightning x3
    Hunting Party
    I Have You Now x3
    Prepared Defenses

    Effects (20)
    Come Here You Big Coward
    Crush The Rebellion
    Imperial Arrest Order
    Insignificant Rebellion
    Mobilization Points
    Mournful Roar x2
    Reactor Terminal x2
    Something Special Planned For Them
    Visage Of The Emperor x7
    We're The Bait x2
    Your Destiny

    Weapons (4)
    Mara Jade's Lightsaber
    Vader's Lightsaber x3

    Unknown Type
    Bring Him Before Me/Take Your Father's Pla'

    Strategy: '

    The main problem that i have seen in most of the new objective decks is the force generation. Instead of packing 5 or six twix sites and the deathstar i use mobilization points and imperial arrest order to genereate masive force. The start to this deck is to just get out the emperor first turn to one of the battleground doking bays. I have three docking bays total, the endor doking bay incase I play a version of my Local Uprising with a big twist, and a non unigue one so i can go to whatever planet my opponent goes,such as incase i play profit i still have a way to get back to the death star to convert luke.
    A lot of people say that the deck has too few charachters and the sevens are useless but you really need to see it in action to believe how well it works. The deck only lost one game during the Kashhyyk Regionals and that was because i was unfmiliar with the light side objective deck and i deployed the emperor to the endor doking bay with out a vader in my hand and i had to loose 3 force a turn for about 4 turns becuase i could not find a vader.

    The sevens are in the deck mainly to win battles and convert luke. A couple of the games i played the opponent tried to jump the emperor with epp luke but found out he made a mistake when i deck dived for I have you know and drew three destiny atleast one consisting of a seven. That there was one battle that i already had won. You can pretty much dismember any hitsquad that comes down between Ig88, choke vader and Force Lightning. You only need to win 2 battles in order to pull of the objective and convert luke. THe only problem that i have had was loosing duels unless i traked two 1s. After that the odds were in my favor of crossing luke. If the opponent does not give me luke then he can loose three force for the rest of the game while i am drainign for a maxium of 4 at one location and counter assualting my opponents drains. Sense and alter has not been much of a problem since i have found only a couple of people play heavy sense and alter in my tourney enviorment and if it is big in your area then you can take out a force lighting for a do or do not or an oppresive enforcement.

    Let I remind you that this deck does need to convert luke to win. I have many means of winning from battles to counter assualting my opponents drains with sevens

    Thanx for future constructive critism.

    Steve Baroni '

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