Dark Maneuvers: Difference between revisions

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* [https://web.archive.org/web/20081225225012/http://www.decipher.com/starwars/cardlists/index.html Star Wars CCG cardlists index] at Decipher.com (archive, 25 December 2008)
* [https://web.archive.org/web/20081225225012/http://www.decipher.com/starwars/cardlists/index.html Star Wars CCG cardlists index] at Decipher.com (archive, 25 December 2008)
* [https://web.archive.org/web/20070928014432/http://www.decipher.com/starwars/cardlists/swallcards.pdf Complete Card List] (Decipher PDF, archive 28 September 2007) — Dark Interrupt: Dark Maneuvers, Premiere, C2
* [https://web.archive.org/web/20070928014432/http://www.decipher.com/starwars/cardlists/swallcards.pdf Complete Card List] (Decipher PDF, archive 28 September 2007) — Dark Interrupt: Dark Maneuvers, Premiere, C2
|strategy=[[Dark Maneuvers]] (6 Destiny) (C2,Dark)
Imperial TIE fighters, while easily damaged, are very fast and agile. Sophisticated tactics are executed to take advantage of Rebel [[X-wing]] and [[Y-wing]] weaknesses.
Used Interrupt
Add 2 to maneuver and one to power of any starfighter for theremainder of this turn. If it has hyperdrive, also add 2 tohyperspeed. (Interrupt may even affect the result immediately after a destiny draw targeting the starfighter's maneuver.)
[[Dark Maneuvers]], everyone plays with them, or should. :) A basic necessity in those 'mediocre' decks which don't have 4 Star Destroyers. If you are relying upon your TIEs for space superiority, or at least defence, these cards are a necessity.
These cards operate on two levels, offensively and defensively. There's the extra 1 power, which isn't that exciting, but in the case of underestimated or overestimated chances, it makes a difference of three force per card. If you have a hand of three of these babies, that's 9 force, not bad for a used interrupt.
Defensively, well there's no way to MISS a tie scout with proton torpedoes unless you use this card. It's nice to be able to protect your ships in a time of need. (I know that's not in keeping with the Empire's philosophy of throwaway ships, but I never said the game was perfect)
The fact that it's a 6 destiny and a USED interrupt are a big bonus in my mind, the more you use them, the more often they come up, the more damage you're doing. It's a great card as long as it's not in a deck with lots of low destiny required such as those with a lot of [[Sense (Dark){{!}}Sense]]/Alters.
Best Combo: Obviously, TALLON ROLL. A bonus of 4, for free. Plus an extra power in the ensuing battle after you've killed [[Pops]] in gold 5 with his r2, the proton torpedoes, and a rebel pilot. Just make sure to have enough [[Dark Maneuvers]]. The more the better!
Greg's Rating............................................9<ref name="decipher-strategy">https://web.archive.org/web/20020612234834/http://www.decipher.com/starwars/cardlists/premiere/dark/small/darkmaneuvers.html</ref>
|combos=* [[Dark Maneuvers]] + [[Tallon Roll]]<ref name="scomp">https://scomp.starwarsccg.org/?s=Dark%20Maneuvers</ref>
|canceled_by=* [[Direct Assault]]
* [[Light Maneuvers]]
|counterpart=* [[A Few Maneuvers]]
|underlying_card_for=* [[Count Dooku]]
* [[Count Dooku (AI)]]
|has_refs=1
}}
}}

Latest revision as of 07:23, 22 September 2026

Info
TitleDark Maneuvers
SideDark
TypeInterruptUsed Interrupt
SetPremiere Limited
RarityC2
UniquenessUnrestricted
Destiny6
IconsInterrupt
card_uid1_241
Versionprinted
PrintingsPremiere Limited (1995, black border) — this page
Premiere Unlimited (1995/96, white border) — same art and text
Japanese Takara Premiere

Dark Maneuvers is a Dark Interrupt (Used Interrupt) from Premiere Limited.

Card Text

Add 2 to maneuver and 1 to power of any starfighter for the remainder of this turn. If it has hyperdrive, also add 2 to hyperspeed. (Interrupt may even affect the result immediately after a destiny draw targeting the starfighter's maneuver.)

Lore

Imperial TIE fighters, while easily damaged, are very fast and agile. Sophisticated tactics are executed to take advantage of Rebel X-wing and Y-wing weaknesses.

Strategy

Dark Maneuvers (6 Destiny) (C2,Dark)

Imperial TIE fighters, while easily damaged, are very fast and agile. Sophisticated tactics are executed to take advantage of Rebel X-wing and Y-wing weaknesses.

Used Interrupt

Add 2 to maneuver and one to power of any starfighter for theremainder of this turn. If it has hyperdrive, also add 2 tohyperspeed. (Interrupt may even affect the result immediately after a destiny draw targeting the starfighter's maneuver.)

Dark Maneuvers, everyone plays with them, or should. :) A basic necessity in those 'mediocre' decks which don't have 4 Star Destroyers. If you are relying upon your TIEs for space superiority, or at least defence, these cards are a necessity.

These cards operate on two levels, offensively and defensively. There's the extra 1 power, which isn't that exciting, but in the case of underestimated or overestimated chances, it makes a difference of three force per card. If you have a hand of three of these babies, that's 9 force, not bad for a used interrupt.

Defensively, well there's no way to MISS a tie scout with proton torpedoes unless you use this card. It's nice to be able to protect your ships in a time of need. (I know that's not in keeping with the Empire's philosophy of throwaway ships, but I never said the game was perfect)

The fact that it's a 6 destiny and a USED interrupt are a big bonus in my mind, the more you use them, the more often they come up, the more damage you're doing. It's a great card as long as it's not in a deck with lots of low destiny required such as those with a lot of Sense/Alters.

Best Combo: Obviously, TALLON ROLL. A bonus of 4, for free. Plus an extra power in the ensuing battle after you've killed Pops in gold 5 with his r2, the proton torpedoes, and a rebel pilot. Just make sure to have enough Dark Maneuvers. The more the better!

Greg's Rating............................................9[1]

Combos

Canceled by

Counterpart

Underlying card for

See Also

Sources

References