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
 
Profit Main Protect and Beat Down

    Deck ID: 9207

    Author: Jodo "Jodo Kast17" Kast

    Title: Profit Main Protect and Beat Down

    Side: Light

    Date Published: 2000-08-07

    Description:
    Protect myself on my planet, but if anyone comes to disrupt, it is beat down time.

    Rating:
    4.5

    Cards:

    'Objective Profit

    Locations (9)
    Tatooine
    Audience Chamber
    Cantina
    Jabba’s Palace
    Jundland Wastes
    Mos Eisley
    Tosche Station
    Home One War Room
    Yoda’s Hut

    Characters (17)
    Artoo
    Ben Kenobi
    Boshek
    Boushh
    Chewbacca of Kashyyk
    Chewie w/Gun
    Daughter of Skywalker
    Figrin Dan
    General Calrissian
    General Solo
    Han
    Lando w/Gun
    Luke w/Stick
    Master Luke
    Oola
    Orrimaarko
    EJP Threepio

    Starships (5)
    Home One
    Independence
    Lando in Falcon
    Masanya
    Tantive IV

    Interrupts (16)
    Alter x2
    Artoo, I Have a Bad Feeling About This
    Courage of a Skywalker
    Don’t Get Cocky
    Grimtaash
    Heading For The Medical Frigate
    Houjix
    Life Debt
    Nabrun Leids
    Skywalkers
    Someone Who Loves You x2
    Tunnel Vision x2
    Warrior’s Courage

    Effects (10)
    A Gift
    Battle Plan
    Draw Their Fire
    Lightsaber Proficiency
    Order to Engage
    Mantellian Savrip
    Tatooine Celebration
    Traffic Control
    Ultimatum
    Yoda’s Gimer Stick

    Weapons (2)
    Anakin’s Stick
    Obi’s Stick'

    Strategy: '

    I start Heading For the Medical Frigate to pull Battle Plan, Draw Their Fire and if I fear a drain deck, Ultimatum.
    I should get good activation pretty quickly with my sites. I then use Tunnel Vision to pull a Leia and SWLU. Free Han, replace with General as quickly as possible. Solo and Chewie go to a site and can usually hold alone. Life Debt gives 3 destinies, plus the two cancel another one. Lightsaber Proficiency goes on Luke w/Stick so he can add to drains. The other sticks go to obi and DOS. Spread out with Lando and Orrimaarko as some back up. Drains should be pretty straight forward once the objective is flipped. Teaming cards give me great destinies, and the alters can cancel anyone who tries to sense them. Artoo and Threepio are especially effective at the site of Han, they add a battle destiny, plus with Artoo, Bad Feeling I can cancel all opponents destiny, or use Artoo destiny 6
    One interesting idea that I have is the OTE/Yoda’s Gimer Stick combo. I put the stick on DOS in the Audience Chamber before I flip. My opponent will have trouble battling and will have to lose 3 force per turn. I have enough time to pull SWLU. After I flip I can alter the effect and drain with DOS.
    Nabrun gives me quick transport on the planet, and since it is an interrupt, if IAO is not down I can use it as a react do an attempted attack. Oola drives my opponent crazy by knocking out male uniques, and Figrin gives me great destiny tracking.
    Against Turn Luke Courage to add more destinies. Try to avoid letting Luke get captured.
    Against Hunt Down Great match up. Use courage to add a destiny with Luke, and Ben adds one himself. Each should be armed with sabers, making them formidable opponents. Nabrun to kill visage, and stick to my own game.
    Against Court Probably the most difficult match. Use DOS and Gimer Stick to free Han. Take Jundland and Cantina for drains, and hold space for celebration and killing occupation. A gift will be excellent against this deck, as it often uses s&v, so all drains are –1.
    Against Dark Deal Stick to my own game and have a drain race. Often there won’t even be anyone at the AC, so I can flip quickly. Afterwards I try to get as much damage before they flip, and continue draining afterwards. In this match-up celebration becomes very important.
    Against CCT Give Orrimaarko and keep them off of Tatooine. With the destiny adders I should be able to keep them on CC most of the game.
    Against Operatives Ultimatum and Battle Order will really slow it down. Flip quickly and drain to death.
    Against EndorOps Keep Tatooine, but don’t worry too much about the other systems, it is better to keep celebration going than to get spread out and beat down. Give as much damage as possible, maybe use Nabrun to send a beat down crew to the bunker.
    Against RalOps Another fun game. Stick more in the cantina and AC, do not even deploy most of the exterior sites. Use destiny adders to stop and beat down, occasionally send my own.
    Against Blow Up Alderaan It takes a while for the deck to get going. In the time given flip and give some damage. The ships should stay at Tatooine unless there is a weak point. Keep on draining.
    '

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