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Putting the Dark Side Out of Commission

    Deck ID: 959

    Author: Mike "Iceman" Fitzgerald

    Title: Putting the Dark Side Out of Commission

    Side: Light

    Date Published: 1999-10-23

    Description:
    MWYHL test to 2 with Destiny Adders.Sticks mains and adders up the nose ofthe opponent.

    Rating:
    4.5

    Cards:

    'Objective ( 1 )
    MWYHL

    Locations ( 6 )
    Dagobah (SL)
    Dagobah Yodie's Hut
    D BClearing
    D TArea
    D Swamp
    D Jungle

    Jedi Tests ( 2 )
    Great Warrior
    A Jedi's Strength

    Characters ( 11 )
    Yodie
    Daughter of Skywalker
    EPP Luke x2
    EPP Han x2
    EPP Obi x2
    Bothan Spy x2
    Wedge Antilles

    St'ships ( 2 )
    Tantive 4
    Spiral

    Effects ( 10 )
    Traffic Control
    Draw Their Fire
    Mechanical Failure
    Order to Engage
    Scrambled Transmission
    Wise Advice
    Battle Plan
    Frozen Assets x3

    Interrupts ( 28 )
    Courage of a Skywalker x2
    Clash of Vader x2
    Glancing Blow x2
    Smoke Screen
    Tunnel Vision x4
    Nabrun Leids x2
    Don't Get Cocky x2
    Gift of the Mentor x2
    Nar Shaddaa Wind Chimes
    Out of Commission x3
    Shocking Information x3
    The Signal x2
    Don't Forget the Droids x2


    '

    Strategy: '

    Ahkay , here we go. First notes You'll probably notice that this deck has THE best firepower you've ever seen in a deck. There always was two
    problems with Destiny Adders in a deck. The first
    was that your stuff might get Sensed That is taken care of by Draw Their Fire and MWYHL. The second problem was getting your combos together that is taken care of by Tunnel Vision. This is a pretty simple deck to play Get combos together and put the ultimate smackdown on stuff ( DTF and Frozen Assets ) . The game is simple -- keep it that way ;)The small number of characters is offset by Jedi Test # 2 , the destiny adders , and Yoda at Hut.

    Specifics

    v. CCT- Start Scrambled Transmission. The 3 Shocks will put the hurt on SCrew. 2 Spies with a main or two will gain entrance to the Tower. Out of Commission on a big gun and that is pretty much ballgame.

    v. ISB - Start Battle Plan. Using JT #1 will slow them down pretty good. Lack smackdown.

    v. ROps - hehe. Start Battle Plan. It may take a turn or two but once you gain access to the planet you can kill someone , ask Vader to step aside (Clash) if necessary.

    v. AT-ST Ops - Start Battle Plan. Order to Engage , Mechanical Failure , or One turn kill will win this one.

    v. Big Blue -- if you can recognize it early start Wise Advice. Even Imperial Arrest Orders bonus isn't enough to save this type of deck. The destiny in this deck is basically all 5s and will go through them very quickly. Mechanical Failure can be particularly irratating.

    v. TIEs -- Start Battle Plan .Tantive and Spiral can't be Talon Rolled so that is no problem. As long as you keep Draw Their Fire up , that'll foil some All Power to Weapons and you can attrition out a gazillion ships. A lone ship at Milwaukee might be the gift that keeps on giving.

    v. HDADTJ -- Start Battle Plan. There is a bunch of 5 destinies. I have 2 Courage AND 2 Glancing so dueling isn't a problem. Oh yeah there is 2 Clashes in there also. The Bothan Spies will help cancel Visage. Don't hesitate to let the Out of Commissions fly here Especially if they lose one early.

    Wrap-up That is about all the decks I can think of right now. Basically you go right at them and play Smashmouth Star Wars CCG. Buckle up and strap in tight. If Main Course isn't used much in your area ( like in mine ) then they'll be helpless. Enjoy racking up power totals in the 30s.

    Mike Fitzgerald / D'akturak'

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