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    1. Top 10 Players of the Decade


     
    Type II: Advanced Decks
    TDIGWATT: Mains & Bounty Hunters
    Rating
    (3.75) | Read Reviews
    Author Callum "Calculator" Aldred (Subscribe to this member)
    Description
    Uses Dark Deal and IT-O to power drain like there's no tomorrow.
    Submitted January 11, 2010
    Cards
    Starting (8)
    TDIGWATT / PIDAIAF
    Carbonite Chamber
    All Wrapped Up (v)
    Prepared Defenses
    Special Delivery (v)
    I’m Sorry (v)
    Secret Plans & Imperial Arrest Order
    Knowledge and Defense (v)

    Characters (16)
    Vader with stick
    Mara with stick
    Maul with stick (v)
    Boba Fett, Bounty Hunter (v)
    Boba Fett, Relentless Bounty Hunter
    IG-88 (v)
    Aurra Sing (v)
    Jodo Kast
    Grand Admiral Thrawn
    Ugloste
    Lando (v)
    Ugnaught *2
    Elite Squadron Stormtrooper (v) *2
    I-TO (v)

    Weapons (4)
    Feltipern Trevagg’s Stun Rifle (v)
    Boba Fett’s Blaster Rifle (v)
    IG-88’s Neural Inhibitor (v)
    Aurra Sing’s Blaster Rifle

    Devices (3)
    Carbonite Chamber Console *3

    Interrupts (9)
    Sonic Bombardment *2
    Double Back *2
    Jabba’s Through With You *2
    Defensive Fire (v)
    He’s All Yours, Bounty Hunter
    Oota-Goota Solo (v)

    Effects (10)
    Bounty (v) *2
    Carbon Freezing *2
    They Must Never Again Leave This City
    Desilijic Tattoo (v)
    We’re The Bait or The Emperor’s Prize (v)
    Cloud City Occupation
    Dark Deal
    All Too Easy

    Starships (5)
    Executor
    Death Squadron Star Destroyer
    OS-72-1 in Obsidian 1
    Obsidian Squadron TIE
    Obsidian 7

    Locations (5)
    Security Tower
    East Landing Platform
    Clouds
    Cloud City
    Bespin

    Shields
    Just pick 12!
    Strategy
    First Turn

    Activate your 3 and whatever else your opponent gives you. Then use your objective to pull 1. Cloud City or 2. Bespin. Look to see if any of your EPPs, Carbonite Chamber Consoles, Security Tower, or Sonic Bombardments are missing, and if they are, don’t use any force and draw your force pile at the end of your turn. Use IAO to pull Cloud city docking bay. Use I’m Sorry (v) to pull 1. Clouds or 2. A TIE. If nothing of any interest was missing form your reserve deck, go ahead and deploy some cards (if you can) from your hand. Otherwise, just draw up your force pile.



    Second Turn

    Activate your 7+ force and force drain (if you can). If Carbonite Chamber Console is down, pull 1. They Must Never Leave Again Leave This City 2. Desilijic Tattoo (v). For I’m Sorry and your objective, pull whatever you didn’t pull last turn. If Security Tower or Carbonite Chamber Console isn’t down and it is in your force pile, again try to use minimal force and draw your force pile. If you don’t have much to deploy and neither of the above cards were activated, and one of your EPPs is in there, go ahead and draw it.

    If you have no reason to draw cards, just leave it there for next turn.



    Third Turn

    Activate (duh). Force Drain (duh). Make sure the Executor is in your reserve deck, and then deploy it for free to control Bespin. Assuming you has both Carbonite Chamber Console and Security Tower down, pull Desilijic Tattoo (v) and Lando (v). He will control one of your sites. Hopefully you have Vader, Mara, and/or Maul by now and deploy them to control more sites. Use bounty hunters, Ugnaughts (pulled by Carbonite Chamber Console) and other characters to control the rest of your sites. You should already have Cloud City control via I’m Sorry. If you control Bespin, Cloud City, and your three sites, you are ready to flip your objective. Use your objective to deploy Dark Deal and let the fun begin!



    Force Drains

    Now would be a good time to look at why this deck delivers such devastating force drains from turn 4 onwards, and why they aren’t as hurt much as other decks when you get attacked. Once dark deal is out and your objective is flipped, you will by default get a 3 drain at Carbonite Chamber and East Landing Platform, and a 2 drain at Security Tower. You get 1 drain at Cloud City, Clouds, and Bespin. Clouds adds 1 to a force drain at a related site, so you can now drain at Security Tower for 3. Plus, the objective stops my force drains from being modified where I have an Imperial. Opponent loses 1 force from I’m Sorry and 2 from Cloud city occupation. This leads to a to a control phase loss of 15! Very few decks can survive that much punishment for more than 1-2 turns so they will immediately come to fight. Use your bounty hunters / capture weapons / Defensive fire / All Wrapped Up / Special Delivery to capture or directly imprison a lot of characters. Hopefully Maul and Aurra sing will be at the docking bay to take care of any Jedi that come knocking. (Although you probably can still capture them with Jodo Kast/ Defensive Fire/ Feltipern Trevagg’s Stun Rifle (v)). You will kill them in the battle (hopefully) and incur another huge force loss. The real kicker comes with IT-O (v). It adds 2 to your force drain where you have a captive. Plus, Fett’s blaster adds 1 to force drains if a captive present. Force draining for 5 at Security Tower will make up for the losing the drain at East Landing Platform. Once you have cleared the remaining guys off of Cloud City, Spread your captives out for optimal force drains. You also have the option of freezing them for added force loss and to make them harder to release. You now are draining for up to 22 a turn plus freezing losses. Game Over.



    Fourth+ Turn

    If you have to clear off some guys to play Dark Deal, do so now. Get out the cards specified above. Defend Cloud City and Bespin with your life. Force drain like there’s no tomorrow. That’s about it.



    Hunting Party Strategy



    Note: Doesn’t refer to the actual card. If for whatever reason your force drains aren’t quite cutting it, if they are still retrieving tons despite Secret Plans you might want to end the game quicker with a little Hunting Party. Your Hunting Party should consist of: Boba Fett, Relentless Bounty Hunter; Elite Squadron Stormtrooper (v); and Some other high-forfeit expendable card (probably another Bounty Hunter). Pull your bounty hunters with double back and track your Elite Squadron Stormtrooper (v). Deploy them to the most vulnerable site your opponent has but still has a key character. Your heroic ESS will soak up a weapon and even if they try to hit Boba, he has armor 6. Still it might be a good idea to pick a site with only 1 weapon. Capture the a sweet Jedi with Boba Fett’s Blaster Rifle and He’s all Yours bounty hunter (v). Even if that doesn’t work, you can still add a battle destiny and capture a guy who is forfeited due to attrition. Play bounty (v) on him. You can drop all the guys who are forfetited directly to Security tower by pretending to let then escape the guys with AWU (v) and Special Delivery (v). Forfeit ESS and your other card, and then jump Fett and his captive to Cloud City docking bay. Then move Fett over to Carbonite chmber to freeze the captive next turn. Play bounty to retrieve 4 and then use the captives to enhance your drains.



    Individual Cards



    Starting



    1. TDIGWATT: The objective has many merits. You can play two effects at the star outside of your starting effect, Secret Plans and All Wrapped Up (v) (which I would have started with anyway). It is designed to play around Dark Deal and thus has killer force drains, and has nice beatdowns with the +4 power bonus. I t doesn’t usually set up that fast, but with the combos in this deck, Dark Deal will almost always be on table by turn 4. Some characters are Immune to Goo-Nee Tay in the early game which also helps with set-up. Flipped, the objective makes Dark Deal harder to cancel, opponent loses 8 force with All Too Easy, and battle destiny is +2 or +4 at most locations. The real kicker is that the objective really protects your force drains (they can’t be modified by opponent and The Planet That It's Farthest From is suspended while targeting Bespin).

    2. Carbonite Chamber: Cloud city battleground site with 2 to 1 activations ratio and is essential for freezing captives

    3. All Wrapped Up: Pulls your bounty (v) and lets you place bounty out of play to take a retrieved card into hand. Captures all characters forfeited by opponent as long as you have a bounty hunter available. Even if you have no room, you can place them in used pile or with Special Delivery (v), directly to Security Tower.

    4. Prepared Defenses: Good all-purpose starting effect. Lets me start 5 effects total at start of game (2 w/ objective + 3 w/ Prepared Defenses).

    5. Special Delivery (v): An overall cheap, but awesome card. I can pull most of my effects if I get Carbonite Chamber Console out (why I have three in my deck) and I can lose 1 force to immediately imprison any opponent’s just lost character just removed form lost pile (Old Ben!!!!????).

    6. I’m Sorry (v): Makes my life a whole ton easier in the clouds. Lets me pull my Obsidian TIEs so I can complete the controlling Bespin: Cloud City part of Dark Deal and the cloud sector. Opponent loses 1 force while I occupy both cloud sectors (with TIEs).

    7. Secret Plans & Imperial Arrest Order: and is a great asset against the hated mass retrieval decks found with AiTC and the Electrobinoculars / On the Edge. Stops the big retrieval flips with decks like MWYHL and Profit. It also pulls the Cloud City docking bay as the second site and protects against Nabrun Leids.

    8. Knowledge and Defense (v): 12 shields are better than, well less than 12 shields. Also protects from Recoil In Fear on your first turn.



    Characters



    9. Vader with Lightsaber: Standard Imperial Main. Lots of power and ability and the lightsaber really helps with All Too Easy. Power 6 Ability 6

    10. Mara Jade with Lightsaber: Standard Alien/Imperial Main. Lots of power and ability (not as much as Vader) and the lightsaber really helps with All Too Easy. Power 4 Ability 5

    11. Boba Fett, Bounty Hunter: The non-v is better because it doesn’t have maintenance cost so I can deploy Boba Fett’s Blaster Rifle (v) on him and he still adds one battle destiny in just about every battle. Power 4 Ability 3 Armor 5

    12. Boba Fett, Relentless Bounty Hunter: His ability to relocate to a docking bay and then move is invaluable in places where you can get off the planet easily and you have a captive. You can still deliver the captive on that turn to retrieve the 4 force with bounty (v). Power 4 Ability 3 Armor 5

    13. IG-88 (v): He is one of the best characters dark side has. He can use two weapons (not likely here, but hey, anything can happen) and can lose 1 force to cancel a weapon destiny targeting him so he won’t die. The real cool thing is that he can search your force pile once per turn while he has a captive so you know what cards are in there

    (plus the card you get to take into hand). Power 4 Armor 5

    14. Aurra Sing (v): She can give your opponent’s Jedi a real hard time. Armed with her

    Blaster Rifle Jedi will crumble before her feet. Power 4 Ability 4

    15. Jodo Kast: Well rounded bounty hunter with good armor, makes Trevagg’s stun rifle a destiny +4 capture, and can cancel one battle destiny if opponent draws more than one. Power 3 Ability 3 Armor 5

    16.Grand Admiral Thrawn: Best for going onto Executor to add 1 battle destiny (for a total of two) and three to power. Plus, he protects your drains there. Power 2 Ability 4

    17. Lando (v): Can be pulled by Security Tower. Either used on the ground to add or subtract 1 to a destiny, or in space to add 3 to power and stop him form being converted. Power 3 Ability 3

    18. Ugloste: Doubles Ugnaught carbon freezing bonus (pulled by Carbonite Chamber Console) Power 1 or 3 Ability 2

    19-20. Ugnaught: Retrieve lost weapons and devices and adds 1 to carbon freezing destiny and make total battle destiny +4 if with imperial and objective is flipped. Pulled by Carbonite Chamber Console. Power 1 Ability 1

    21-22. Elite Squadron Stromtrooper (v): Non-unique Imperial with a permanent weapon and good stats. Power 3 Ability 2

    23. IT-O (v): Makes for killer force drains wherever you have a captive (+2).

    24. Maul with Lightsaber (v). Well, it’s Maul with a Lightsaber. What more do you want? Power 7 Ability 6



    Weapons



    25. Feltipern Tevagg’s Stun Rifle (v): Deploys for 1, fires for free, captures at +2, and you can take an interrupt into hand form lost pile. What’s not to love?

    26. Boba Fett’s Blaster Rifle (v): Deploys on Boba for free, fires for free, captures at +2, opponent can’t react away form this location and force drains are +1 if with captive. Again, what’s not to love

    27. IG-88’s Neural Inhibitor (v): Yet another sweet capturing gun.

    28. Aurra Sing’s Blaster Rifle Her weapon of choice for slaying Jedi. (It’s good at it too)



    Devices



    29-31. Carbonite Chamber Console: Makes Special Delivery and Carbon Freezing work. End of story.



    Interrupts



    32-33. Sonic Bombardment: Pulls the third site, Security Tower. The added force loss if you have an imprisoned alien is a nice bonus

    34-35. Double Back: Gets your Bounty hunters out on table way quicker. Used interrupt with All Wrapped Up.

    36-37. Jabba’s Through With You: Gets your Bounty hunter Weapons out on table way quicker. Also adds one battle destiny if your bounty hunter just fired a weapon.

    38. Defensive Fire (v): Makes defending battles with weapons a whole ton easier. (fires first, destiny +2 more, can fire again) awesome card

    39. He’s all yours Bounty Hunter: bounty hunter can make 2 additional moves( (great for off-planet hunting parties) and yet another card adding 2 to weapon destiny.

    40. Oota-Goota Solo: Adds one battle destiny for bounty hunters, no strings attached.



    Effects



    41-42. Bounty (v): Pulled by All Wrapped Up (v). Keep them circulating in and out of your hand to retrieve 4 force each time it is played. Also adds 1 to your force drains at same site. If it becomes evident that you will not be engaging your opponent on the ground (i.e. Hidden Base) you can lose them as fodder.

    43-44. Carbon Freezing: With the aid of Carbonite Chamber Console and Ugnaughts, you can freeze your captives to make your opponent lose 8 force. Pulled by Carbonite Chamber Console.

    45. They Must Never Again Leave This City: Deploys Executor for free to Bespin. The ultimate in space defense for TDIGWATT. Lets you take a just lost TIE into hand once per turn. Use Special Delivery (v) to pull this once Carbonite Chamber Console is on table.

    46. Desilijic Tattoo (v) Makes your bounty hunters better (def. val. +1 and Forfeit +2), plus provides a once per turn bonus for using bounty hunter weapons

    47. We’re the Bait or The Emperor’s Prize (v). Either could be used to enhance your opponent’s force loss and encourages them to come to Cloud City. (Believe me, that’s a GOOD thing) The emperor’s prize has only 1 force loss per turn, as compared to 2 or 3, but can be pulled by Special Delivery (v).

    48. Cloud City Occupation: Makes your opponent lose an additional 2 force per turn. Pulled by the Objective.

    49. Dark Deal The basis of the entire deck. Makes for an almost unbeatable deck if you make sure that you play it right and control your locations. Force Drains are +2 and Total power is +4 on Cloud City.

    50. All Too Easy: Freezes a character just hit by a lightsaber. Best used with EPP Vader, Mara, or Maul. Opponent loses 8 force when you play it due to the objective.



    Starships



    51. Executor: Strongest starship in the entire game and you can deploy it for free. That is just AWESOME! Power 12 Armor 12 Hyperspeed 2

    52. Death Squadron Star Destroyer: Just another strong Star Destroyer for controlling Bespin. Doesn’t have to be this one, but it goes well with the executor. (Devastaor would also work) Power 7 Armor 6 Hyperspeed 3

    53. OS-72-1 In Obsidian 1: Very strong in the clouds (stats listed is at Clouds). Pulled by I’m Sorry (v). Power 5 Maneuver 1

    54. Obsidian Squadron TIE: Designed for cloud combat and better for use at Clouds. Pulled by I’m Sorry (v). Power 3 Maneuver 3

    55. Obsidian 7: Best used at Cloud City. (stats listed is at Cloud City) Pulled by I’m Sorry (v). Power 4 Maneuver 3



    Locations



    56. Bespin: It’s the system where everything takes place. Plus, you need it for Cloud city Occupation and more importantly, TDIGWATT. Opponent deploys +1 to Cloud City while you control it. Pulled by the Objective. 2 /1 activation

    57. Bespin: Cloud City: Needed for Dark Deal and thus, for the objective. Cloud Sector. Adds to your total power on cloud city if you control it. Pulled by the Objective. 2/1 activation.

    58. Clouds: Pulled by I’m Sorry (v). Adds 1 to a force drain down on the ground. Allows I’m Sorry (v) to make your opponent lose 1 force per turn.

    59. East Landing Platform: Pulled by IAO. The second of three sites used to complete Dark Deal and flip the objective. Allows your opponent to come and fight you more easily, which will be very good for you in the long run.

    60. Security Tower. Pulled by Sonic Bombardment. The last of three sites used to complete Dark Deal and flip the objective. Allows special Delivery (v) to keep dropping your captives here immediately. Where you will stash all your captives, frozen and un-frozen. Pulls Lando (v).



    Optional Replacements

    YOU MUST READ THIS SECTION!!!!

    If you have an idea for this deck, you might find it here. If you don’t, please include it in your review so that I can keep this section current.



    Grand Admiral Thrawn (v) and Dreadnaught for Grand Admiral Thrawn non-v and Death Squadron Star Destroyer.



    I’m Sorry non-v, Lower Corridor, Obsidian TIE, and Crush the Rebellion for I’m Sorry (v), IAO, Sonic Bombardment, and Clouds. Use East Landing Platform to start with your objective. Lets your sites set up quicker, but controlling Cloud City becomes much harder. Note that this is not what this deck is based off of and is not recommended for this set-up, but with some modifications could be quite powerful. Use All Power to Weapons to pull the TIEs or the Admiral’s Order that pulls a Combat vehicle each turn?



    Bane Malar (v) and Blaster Rifle for Aurra Sing and her Blaster Rifle. Good if playing someone who is not using Jedi.



    Lando System (v) for Sonic Bombardment. Another way of pulling Security Tower.



    Crush the Rebellion for ????????(see above). Limits opponents to 2 battle destiny on Cloud City.



    Prepare the Chamber for Ugnaught. Another, higher destiny way of adding to Carbon Freezing Destiny.



    Blaster Rack (v) for Jabba’s Through With You. Also gets your bounty hunter weapons out.



    Anybody know something that pulls Carbonite Chamber Console?

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