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Draino Rallops

    Deck ID: 9467

    Author: Mark "yodarth" Kloida

    Title: Draino Rallops

    Side: Dark

    Date Published: 2000-08-14

    Description:
    A Rallops deck with big drain potential and enough resources to deal damage.

    Rating:
    4.5

    Cards:

    'Starting Stuff (6)
    Ralltiir Operations/In The Hands Of The Empire
    Ralltiir
    Prepared Defenses
    Opressive Enforcement
    Imperial Decree
    Imperial Arrest Order

    Locations (11)
    Executor Meditation Chamber
    Dagobah Cave
    Death Star
    Death Star War Room
    Coruscant
    Coruscant Imperial Square
    Hoth Wampa Cave
    Spaceport City
    Forest
    Jungle
    Swamp

    Characters (14)
    Darth Vader, Dark Lord Of The Sith
    Darth Vader With Lightsaber
    Grand Moff Tarkin
    AT-ST Pilot x3
    Mara Jade, The Emperor's Hand
    Emperor Palpatine
    DS-61-2
    DS-61-3
    DS-61-4
    Colonel Jendon
    Imperial Commander
    Lieutenant Arnet

    Starships (7)
    Executor
    Dengar In Punishing One
    Bossh In Hound's Tooth
    Thunderflare
    Zuckuss In Mist Hunter
    Boba Fett In Slave I
    Devestator

    Vehicles (7)
    Blizzard 2
    Blizzard Scout 1
    Tempest Scout 1
    Tempest Scout 2
    Tempest Scout 3
    Tempest Scout 5
    Tempest Scout 6

    Weapons (2)
    Vader's Stick (Premiere)
    Mara's Stick

    Effects (8)
    Bad Feeling Have I
    There'll Be Hell To Pay
    Reactor Terminal
    Overseeing It Personally
    Expand The Empire
    You Cannot Hide Forever
    Lateral Damage
    Security Preautions

    Interrupts (5)
    Monnok
    Alter x3
    Hutt Smooch'

    Strategy: '

    Well, pretty standard Rallops here, some slight changes for higher drains. Your activation potential is 21, drain potential of 13, quite high for Rallops. Start Decree, Opressive Enforcement, and Arrest Order. If you're playing Hidden Base start You Cannot Hide Forever instead, usually in place of Opressive Enforcement, which will let you take Security Precautions out quick. I use 2/0 locations as opposed to Mobilization Points and controlling Executor, D*II, and Coruscant bays. I prefer this, which lets you keep all of the effects I like, you dont need to keep guys at the docking bays, allowing them to stick on Ralltiir or pilot. Use the standard AT-STs and pilots to control 3 Ralltiir sites and flip. Then set up your drains. Use the 2 during your control phase which will let you fetch Imperial Commander, if you haven't already deployed him from the deck before you flipped, Expand The Empire, Palpy, and Overseeing It Personally. Drop Overseeing It Personally on Palpy and Expand the Spaceport City, so while your Imp Commander is on Ralltiir your drains are +1 there and both adjacent sites. Since Expand and Overseeing It Personally are both not immune to Alter you could be hurting there, but remember Opressive Enforcement will bring them to the used pile, and the objective will pull them right back. If they're going really heavy SA you may want to drop Hell To Pay for that. If they're in space with Lateral Damage and some of the best ships you should be able to take care of them. Against heavy drain decks you probably want to control Ralltiir and either Coruscant or the Death Star to set up Decree. Vader/Tarkin/Mara will most likely be used in beatdown. Here's how I play vs. many popular light decks...

    ROP killers/Eloms/TIGIH
    This is tough, but remember for their main beatdowns that they'll pay extra, the lack of Spaceport Docking Bay will protect you, and I like not having it in for that reason. Flip quick, and use your Vader/Tark/Mara on Ralltiir to protect from Eloms and pilots on the AT-STs and as forfeit fodder. If they go with a Superfalcon ZiMH and DiP1 might be able to take it, or substitute for other bounty hunters in their ships. If they play TIGIH, because you have no Docking Bay for them to get to, Jedi Luke will be stranded and uncaptured.

    Hidden Base
    Start You Cannot Hide Forever to pull Seucurity Precautions. Flip the objective and go for Bad Feeling Have I if you suspect main beatdowns. Otherwise go for your ships. Lateral Damage is a real killer, it'll work well against Home One or the Falcon. With their drains -1 and Coruscant converted Decree shouldn't be hard to set up, and that would leave them dead in their tracks.

    Profit
    Establish your drains quick. Against Superfalcons you have ships avilable. They most likely won't Nabrun over because of IAO, if they do get ready to 'react'. Send in Vader/Tarkin/Mara at Han's site and get rid of him. That'll stall them for a turn or 2, which should be enough for you to get some nice drains. If they re-deploy Han quickly then send your guys at him again.

    Rebel Strike Team
    Flip quickly. You should be able to flip before they manage a Bunker blow. If they're going for control of 3 sites instead start pulling ships to take Endor. Putting Vader/Tarkin or at least Vader or Mara with their saber will hurt them at the Bunker, therefore slowing them up. If they do manage to flip quickly pull Coruscant or the Death Star to set up Imperial Decree, which combined with a drain -1 will make them drain for dirt.

    This is my first deck, or submission of any kind here, so I hope it's ok. Thanks for reading.'

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