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The Match Game

    Deck ID: 9112

    Author: Michael "admiralpiett" Sneed

    Title: The Match Game

    Side: Light

    Date Published: 2000-08-04

    Description:
    Just wait and see.

    Rating:
    4.5

    Cards:

    'START (6)
    Hidden Base/SYSTYF
    Rend. Point
    [Aquaris]
    Heading For The Medical Frigate
    Wise Advice
    Squadron Assignments

    LOCATIONS (6)
    Aquaris
    Anoat
    Ralltiir
    Kiffex
    Kashyyyk
    Raithal

    SHIPS (10)
    Red Squadron 1
    Millenium Falcon
    Artoo-Detoo In Red 5
    Red 7
    Red 8
    Red 10
    Gold 4
    Gold 6
    Home One
    Grey Squadron 1

    CHARACTERS (13)
    Elyhek Rue
    Hol Okand
    Boushh
    Jeroen Webb
    Lieutenant Blount
    Colonel Cracken
    Lieutenant Lepira
    Bren Quersey
    Theron Nett
    Wedge Antilles, RSL
    Captain Han
    Luke Skywalker
    Kin Kian
    Colonel Salm
    Tycho Celchu

    INTERRUPTS (11)
    Tunnel Vision
    Out Of Nowhere
    Houjix
    The Signal
    Rebel Barrier x2
    A Few Maneuvers
    It Could Be Worse x2
    Hyper Escape
    Organized Attack

    EFFECTS (9)
    Traffic Control
    Undercover x2
    Legendary Starfighter
    Projection Of A Skywalker x2
    WYTTPOU? x2
    Order To Engage

    WEAPONS (1)
    X-Wing Laser Cannon

    ADMIRAL'S ORDERS (2)
    I'll Take The Leader x2'

    Strategy: '

    UPDATE First of all, I have to thank everybody for rating my deck. Your input is very valuable to me, and I already have some ideas of how to improve my deck.
    Sorry about the funky typing job on the strategy. For some reason, that happened when I used my grandparent's Word Processor and cut/pasted it onto the strategy.
    Now, to everyone who said I should use suicide EPPs You're absolutely right. However, because my brother was using all the EPP Obi's, I had no access to them; EPP Luke is okay, but I like Farmboy Luke w/R2inR5 better; EPP Han's no good, cause Capt. Han's better; EPP Leia is probably better than Boussh, just never thought of using her. To the guy that said this has no SAC defense, I start Wise Advice and have 2 grabbers; that's all the SAC defense I'm gonna need. Besides, nothing to important isn't immune already; Legendary Starfighter can't be cancelled, Houjix can't be cancelled, and, most importantly (however obvious it may be), the Admiral's Orders and Squad. Assignments can't be cancelled. To those that said I need Insurrection, I see your point, but I have 2 problems 1) what do I take out? and 2) How often is opponent going to draw a 6 or 7 battle destiny to overcome my immunity?

    Now, back to the regular strategy.

    IMPORTANT Before reviewing this deck, please show me the courtesy of reading my strategy.
    I know its' extremly long, I just am trying to show everyone just how good it is.

    First off, to make everything a little easier for people that dont normally play w/SE scrub
    pilots, heres what each do (MP=matching pilot)

    Lieutenant Lepira - MP for Gold 4; works at Anoat
    Theron Nett - MP for Red 10; works at Ord Mantell (also a smuggler)
    Bren Quersey - MP for Red 8; works at Raithal
    Hol Okand - MP for Gold 6; works at Kashyyyk
    Elyhek Rue - MP for Red 7; works at Ralltiir

    All SE pilots, when aboard their ships, are immune to attrition <4 and each add a power
    destiny. When at their systems, they each add 1 to force drains there. When their ships
    are deployed to their systems, they retrieve 1 force if a Y-Wing or deploy for free if an
    X-Wing. Just wanted to clear that up.

    What this deck really does it rule in space with staying power to hold your systems, all the
    while overwhelming your opponent's space fleet with massive power, force drains, and
    direct damage.

    Okay, start your normal HB stuff; I chose Aquaris simply out of personal preferance, you
    make it whatever you want. Depending on what opponent is playing and what you have in
    your starting hand, start pulling your systems and start parking your pilot/ship combos (via
    Squad. Assignments). For instance, if opponent started ROps, pull Ralltiir and park
    Elyhek Rue/Red 7 and whoever else youve got (DSII Wedge would be best). Otherwise,
    just pull Aquaris, drop a ship and pilot, and activate a ton. I usually give myself 9
    activation on my second turn (that would require a system from hand and a ship at
    Aquaris); not too shabby for a HB deck (esp. since thats not counting icons opponent
    gives me). It only gets better the more systems you pull; all except for Ralltiir (which Ill
    explain later) are 2 LS icon systems. What this means is that after I have all my systems
    out, Ill be giving myself 16 force activation (17 if Lukes on Red 5). Put that together
    with the incredibly cheap deploy cost of the starfighters (all the Reds deploy free to their
    systems), and you have a deck that can easily cycle through itself and set up some nasty
    combos.
    The fun doesnt stop there. After you have everything set up, drains become a serious
    problem for the Dark Side. If gone uncontested, Ill easily drain for 2 at every system, and
    3 at one if I get Kian going. What this does is make my opponent come to me, thus
    sealing his own fate. What can you do to stop these drains? Battle Order? That wont
    hurt much, since I activate so much. Search And Destroy? Only a drain of two, I can
    stop it with ICBW. You gonna out-drain me on the ground? Come on. I have 4 spies, 2
    Undercovers, 2 ICBWs, 2 POASs, and the Hidden Base objective. Anyways, if/when
    opponent does decide to come to space, you can easily handle him. Throw down Ill Take
    The Leader; I cant emphasize this enough. With this down, each of your ships are
    immune to attrition <6; R2 in R5, Red Squad. 1, and Falcon, <7; and Home One <10
    Dont forget that each SE pilot aboard their ships adds a power destiny, which is huge in
    this deck, cause the average destiny is massive. Its not uncommon to battle opponent
    w/Red 7, Red 8, and Grey Squad. 1 (not nearly my best fighting force, mind you) and
    draw 5 and 7 for power destinies, 5 for battle.
    When opponent starts running (which is inevitable), the direct damage starts to kick in.
    Through down Legendary Starfighter on Falcon or R2 in R5, and Order To Engage and
    follow opponent around. This is best done with DSII Wedge, Luke, and Capt. Han. This
    crew is unstoppable. 5 force loss a turn is hard to deal with, especially since the Dark Side
    has no way of reducing it.

    Now for specific cards strats.
    Spy pilots (Tycho/Jeroen/Blount/Cracken) These guys have to be the most versatile
    players in my deck. They easily turn my Gold 4 or 6 into a wrecking crew; 1 battle
    destiny, 1 power destiny, power of 6, immune to attrition <6. They also help me sneak
    into the Holotheater to stop Visage, sneak into the Death Star for an easy drain, etc. On
    top of that, you can throw Undercover on each of them to stop ground drains (incredibly
    annoying for opponent). They also each have special little abilities Blount and Cracken
    are ISB hate; Jeroen works w/Salm or DSII Wedge to subtract from opp. battle destiny;
    and Tycho can go on an empty X-Wing after its pilot got not out, draw BD anywhere.

    Hyper Escape Evil combo w/OTE, plus its great if you want to spread your drain pilots
    thin.

    Houjix for my spies at Holotheater, and if I decide to attack opponents site w/them
    (Tycho and Cracken=battle destiny, forfeit of 8 and power 5, not bad).

    Organized Attack Recirculating destiny=5 (even if Sensed), great if Ill Take The Leader
    not on table or opponent has tracked destinies.

    Rebel Barriers Beatdown and beatdown prevention; also stops from opp. probing too
    much.

    Kian and Salm While they arent SE pilots, they both pull out and work on GS1. Salm is
    great if you drew your only Houjix or just mis-tracked; Kian adds insult to injury in the
    drain race. Oh yah, and if you actually happen to run into a Dark operative deck, Salm
    will win you the game.

    Only 1 X-Wing Laser Cannon? Well, for one thing, the deck is tightly packed-I dont
    have nearly enough room to put in more. Its really in there only as a beatdown tool and
    an anti-ZinMH + Sec. Prec. combo.

    Home 1 With the activation I get, the LS Executor is easily deployed. This things a
    beast in space

    Tunnel Vision Another beatdown tool. Especially useful when I need just one more
    pilot/ship combo to beat opponent. A necessity in any high activation LS deck, i.m.h.o.

    Ralltiir A very underrated system. Oftentimes, opponent will forget your text, try and
    beat you down, and get whupped because I can react. Also very helpful against ROps.
    Besides, Elyhek Rue works there anyway.

    How to play it against certain deck types

    BHBM There are 2 ways to play against this either give him Luke right away and make
    sure not too lose many battles (not that hard), or keep Luke in space and just suck up the
    Your Destiny force loss. I tend to lean toward the latter, since Ive got 2 ICBW and these
    decks never have to much draining potential. Be careful not to spread out too much, and
    use those grabbers to keep his SAC from overwhelming you. However, even if it does get
    through, nothing he can cancel is that important (esp. since youre gonna get it right back
    with your activation and Wise Advice.) Undercover Spies, flipped obj., and ICBW will
    take their toll on his ground forces. This could be a tough match up, but definately one
    you can win.

    Court Laugh in their face. Their BH ships are absolutely lame when you get Ill Take
    The Leader out, and an Undercover spy will satisfy their obj. damage.

    ROps Probably the toughest matchup, esp. with the activation of post-DSII ROps.
    Convert his Ralltiir and hold it w/Elyhek Rue and DSII Wedge; if he tries to deploy to the
    system and land his starfighter, Barrier him to his doom. Next turn, beat the living crap
    out of him. With you massive space fleet, he wont be able to ever control 2 systems for
    Imp. Decree. Remember, the site drains are easily stopped with obj. and Undercover
    spies. Try also to pump up your immunity as much as you can by getting out your Ill
    Take The Leader, since he will add to battle destiny if he flips. If you play it right, ROps
    can still be defeated.

    TIE Interceptor swarm This is actually much easier than it looks. With your spy pilots,
    you can easily sneak into Wakeelmui, cancelling Sienar Fleet Systems and making their
    TIEs deploy for a crapload. Those spies can also sneak into the Death Star if they start
    SYCFA, which is what most do. On top of that, those Interceptors are easily reduced to
    jack crap when you get Ill Take The Leader out, and none of them have hyperspeed
    (including the Sabers). Remember, your starfighters are not easily shot down, especially
    with A Few Maneuvers handy. Baron Soonter Fel? Wedge and a Red buddy will take
    care of him. Oh yah, and grab their All Power To Weapons.

    ISB Blount at Coruscant means their objective does nothing for them, and Ill overwhelm
    them with massive drains. If the play the old Sunsdown on a system, Cracken will stop
    them cold. Just watch out for Pol Treidium, and you should handedly defeat this deck.

    Hunt Down Spies kill Visage; I dont use Honor Of The Jedi cause I couldnt contest
    him if he occupied 3 bg sites. With Visage gone, theyre only method of damage will be
    Search and Destroy, just keep tracking your ICBWs and draining; they wont be able to
    stop that. This shouldnt be too hard.

    Thats all I can think of, remember, a lone SE pilot in his ship at any system will usually
    have a power of about 9 with power destiny alone. I am open to all CONSTRUCTIVE
    criticism; thanks in advance for the reviews '

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