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    1. Top 10 Players of the Decade


     
    Type II: Advanced Decks
    Aaron Kingery's Give It To Me Fester - Origins 2005 Top 4 DS
    Rating
    (4.06) | Read Reviews
    Author Michael "mc9457" Carr (Subscribe to this member)
    Description
    This deck went top 4 at Origins, going undefeated. Submitted for purpose of posting the top 4 decklists from Origins 2005.
    Submitted July 25, 2005
    Cards
    Starting (8):

    Bespin
    Combat Readiness (V)
    You Cannot Hide Forever/Mob Points
    Drop!
    Weather Vane (V)
    Bespin: Cloud City
    Cloud City: Security Tower
    Fear is My Ally
    - 10 Shields

    Effects (4):

    Dreaded Imperial Starfleet (V)
    Kuat Drive Yards (V)
    Flagship (V)
    They Must Never Again Leave This City

    Locations (3):

    Blockade Flagship: Bridge
    Naboo
    Kashyyk

    Starships (9):

    Tyrant
    Vengeance
    Devastator
    Judicator
    Chimera
    Accuser
    Visage
    Thunderflare
    Executor

    Interrupts (24):

    Overload x 3
    They've Shut Down the Main Reactor x 4
    In Range x 4
    I Can't Shake Him x 3
    We Must Accelerate Our Plans x 3
    Our First Catch of the Day x 2
    Flawless Markmanship
    Masterful Move
    Imperial Command x 3

    Characters (9):

    U-3P0
    Darth Vader with Lightsaber
    Darth Maul with Lightsaber
    Grand Admiral Thrawn
    Lando (V)
    Admiral Chiraneu
    Admiral Motti (V)
    Admiral Ozzel
    Janus Greejatus

    Devices (2):

    Tractor Beam x 2

    Admiral's Orders (1):

    We're In Attack Position Now
    Strategy
    The basic strategy behind this deck is to use the tractor beams to just suck the powerful starships in any way you can and remove them from battle. Let me give you text of the more obscure cards and rules:

    They've Shut Down the Main Reactor
    Destiny 4
    Used Interrupt
    If you have a piloted capital starship armed with a starship weapon or equipped with a tractor beam, use 2 Force to target an opponent's starship present. Until end of your next turn, target cannot move and its pilots may not apply ability toward drawing battle destiny.

    In Range
    Destiny 6
    Used Interrupt
    If you have a Star Destroyer in a battle, during the weapons segment use its tractor beam for free. Add 2 to tractor beam destiny if targeting a unique (•) starship. If not captured, target is power and maneuver -3 for remainder of battle.

    I Can't Shake Him
    Destiny 5
    Used Interrupt
    If your starship weapon aboard your starfighter was just fired during a battle, add one battle destiny. OR During your deploy phase, deploy one starship weapon or tractor beam from Reserve Deck; reshuffle.

    Tractor Beam
    Destiny 3
    Device
    Use 2 Force to deploy on your Star Destroyer. At the end of a battle at same system or sector, may target an opponent's starship present (except mon calamari star cruiser) using 2 Force. Draw destiny. Target captured if destiny > defense value.


    Tractor Beaming — Tractor beaming allows you to seize a Rebel starship and “pull it
    aboard” your Star Destroyer or Death Star. (See captured starships.) Normally you may use each
    tractor beam only once per battle, but from turn to turn it might capture and hold multiple
    starships.

    Capturing Starships - Dark Side players can use tractor beams to capture Light Side starships. Only the Dark Side may capture; if the Light Side somehow controls a card which allows capturing, the Light Side may not use the capturing portion of that card.

    The Dark Side may capture only Light Side starships. When your tractor beam captures a starship, place it face-up beneath the card on which the tractor beam is deployed. A captured starship is on table only for rules, actions, or conditions that specifically refer to captured starships. Additionally, a unique (•) or restricted (••, •••) captured starship still counts towards the restrictions specified by the uniqueness rules.

    For all other purposes, a captured starship is not considered to be on table.

    Any cards deployed on or carried by the captured starship (including unique permanent pilots) are considered to be on table for purposes of persona
    and uniqueness rules only (unless they specifically refer to captured starships). These cards will revert to their normal functions if that starship is released. Although no new cards may deploy on or target the captured starship, any Utinni Effects or other cards that targeted the starship (or cards aboard it) before it became captured continue to do so.

    Any Light Side characters aboard the captured starship are simply ‘trapped' (not captured). No characters (of either player) may embark on the captured starship.

    You may use the Besieged card to attempt to eliminate Light Side characters aboard a captured starship. Whenever a captured starship has no Light Side characters aboard (permanent pilots are not characters), you immediately steal it (relocate it to your side of the appropriate location card); see stealing.

    If the captured starship is underneath a site (i.e., Death Star: Docking Bay 327 or Star Destroyer: Launch Bay), the characters trapped on the captured starship can disembark there for free, but only if the Light Side controls that
    site. If all of the opponent’s characters aboard disembark, the Dark Side steals it.

    If your tractor beam card is canceled, any cards which are being held underneath the related Star Destroyer, Star Destroyer: Launch Bay or Death
    Star: Docking Bay 327 are released and return to the Light Side of the system or sector (or to the Used Pile, at your opponent’s option). If a card with captured starships held underneath is removed from table (by any means), those captured starships (and everything deployed on or aboard them) are lost.
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