Bluecow --Classic-- Twisted Docking Bay Control
bluecow --Classic-- Twisted Docking Bay Control is a Dark constructed list published on Game Players Network.
Deck info[edit]
- Player: bluecow
- Published: 13 February 2004 (Game Players Network)
- GPN category: Standard
- Format: Premiere - Death Star II
- Side: Dark
- Starting Card: Fondor
- Starting Interrupt: Prepared Defenses
- Strategy: Fondor
- GEMP Importable deck: Download
Introduction[edit]
This Classic Dark Side deck focuses using Executor as a base of operations with docking bays used for mobility. Plus a little surprise twist!
Decklist[edit]
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Character
Device Starship
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Location
Effect Interrupt
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Notes[edit]
- No objective: the strategy starts Fondor with Prepared Defenses, pulling Battle Order, Imperial Arrest Order and Mobilization Points.
- Posted Abyssan Ornament dested Abyssin Ornament.
Strategy[edit]
Alright, to start things off I‘ll explain a little about how this deck has come into existence. The original idea behind this deck focused around Limited Resources. The trouble I had with that was keeping my opponents hand size down to a reasonable level. M’iiyoom Onith, Scanning Crew, and Monnok at least help out with the problem, and they can all be somewhat annoying in their own right.
To start off the game, use Fondor as your starting location and Prepared Defenses as a starting interrupt. Deploy Battle Order, Imperial Arrest Order, and Mobilization Points via Prepared Defenses and take Executor into your hand right off the bat with Mobilization Points. Be sure to pull a docking bay every turn with Imperial Arrest Order, and deploy <>Spaceport Docking Bay to Fondor. I always pick Executor: Docking Bay first so my Navy Troopers can deploy -1 right off the bat. My other justification for Mobilization Points is that the deck could certainly use the extra activation.
Now to explain a wee bit about the character selection. Captain Khurgee can fish out some Scanning Crews for you and also gets a nifty forfeit +2 from Imperial Arrest Order. I felt that the two Admiral Pietts would lend a hand in plucking Commander Brandei from the Reserve Deck, and he helps to cheapen up the other 3 star destroyers in the deck (an ability 3 character that adds 3 power to a star destroyer for only 2 force is hard to pass up as it is!). Commander Brandei has always been one of my favorite characters in the game. He’s instantly available when Piett is on the table, and the ability to get a TIE every turn helps this deck dominate space. Lord Vader was chosen because he is pretty versatile in a deck like this. If the Rebels choose to fight mainly in space, Vader can pilot one of the star destroyers. If the Rebels take to the ground, Vader’s wonderful immunity to attrition<6 and power 7 will pack a nasty punch. I try to keep him on Executor until he’s needed on the ground, though. This way he’s immune to attrition<12 and can use the docking bay to get wherever he needs to go for free.
Now the soldiering end of the deck. Navy Troopers seemed like the best choice for the deck. At first I was considering using plain old Stormtroopers, but I liked how Navy Troopers are just as cheap (most of the time), and get a bonus on defense. I always deploy my Navy Troopers to Executor: Docking Bay for the cheapness, then move them to whatever planet needs them at the time. Since transit from Executor: Docking Bay is free for the Dark Side, this works very well. Also, the Stormtrooper Backpacks are for the Navy Troopers. I wanted to bolster their ability to deal with attrition as well as get some high destiny cards into the deck.
Now for the second part of this two-strategy deck. I remember laughing at Limited Resources when it first came out, thinking that it wouldn’t be able to be used many times throughout the game. A few days ago, I gave the card a closer look. The first thing I noticed was that the card wasn’t unique, which for some reason I always thought it was. Next I noticed the destiny number: 5. Not bad. I’m pretty sure (remember, this was way back in ‘95 so my memory’s a little hazy that far back) the biggest reason I never used Limited Resources in the first place was that the damage was reduced by two if Fusion Generator Supply Tanks are on the table. My friends used to actually use Fusion Generator Supply Tanks, but now it’s not that great a card, and I haven’t seen it used in quite some time. Since Limited Resources isn’t unique, you can use as many as you want all in one turn. Patience is key with this deck, and I’ve been able to use multiple Limited Resources to cause my opponent to lose over 20 force in one turn. The main purpose of Monnok, Scanning Crew, and M’iiyoom Onith is to reduce the opponent’s hand enough to use Limited Resources which usually doesn’t happen, but they have other uses in this deck, too. Scanning Crew can tell you when to use the others Onith or Monnok, both of which are at least somewhat painful to the opponent if he/she’s unprepared for it. I could’ve had some better combos to do the LR thing with, but my card base kinda’ hindered that a bit. There will eventually be a turn where the opponent has 2 or less cards in their hand, so Limited Resources should work in this deck, IF YOU’RE PATIENT.
Ahh yes, the fleet! Executor was a no-brainer to me with this deck since I wanted to use Navy Troopers, and since I decided on Executor, why not some Death Squadron Star Destroyers? I always love immunity to attrition, so that was an added bonus when I added the Death Squadron ships. Accuser could’ve easily been another Death Squadron Star Destroyer, but I thought it’d be really funny to make the Rebels pay 3 for a force drain somewhere (with Battle Order), then slam down Accuser for only 5 force as a react. Wasting opponents’ force is so fun. The TIE Interceptors seemed like the best starfighter choice without delving into unpiloted star fighters with character pilots. For that, I would’ve deployed Combat Response via Prepared Defenses, but I really wanted to use the three effects I start with now.
Reactor Terminal!!! Yeah, I know, not many people out there like recyclers, but I always have. Usually, the decks I make could use the extra flexibility when it comes to drawing cards. In this deck I usually want to have multiple Limited Resources in my hand before using them, so the Reactor Terminal helps me get those.
Battle Order doesn’t seem to mess up my force drains; it’s not hard to occupy a battleground site and system with this deck.
Abyssan Ornament works with my Navy Troopers to get a little force retreival. It only pulls aliens, but the other ability works with any non-unique character. It really helps out the deck late in the game when there's plenty of Navy folk on the table. (Thanx Challenger!)
Overall, I think I did a lot more planning on this deck than my others. There’s only 5 starting cards, but there’s 15 pullable cards in the deck. It may not seem like much, but Reactor Terminal can help with the rest. My original idea was to totally focus on the LR thing, but after some excellent advice from Challenger (thanks, by the way), I definitely needed to tone down that part of the deck.
Well, that about sums up the deck. Remember that it’s a Classic deck, so I purposely didn’t use Ep1 or virtual cards. Other than that, I’d appreciate any advice or suggestions you guys might have.
P.S.--CLASSIC!!!
EDIT- Thanks, DL!
--Thanks for the rate, Blackmoon! I think you're right about the virtual cards, but I pretty much don't use 'em (the whole group I play with decided not to).
See also[edit]
Sources[edit]
- --Classic-- Twisted Docking Bay Control (Wayback, 20051102154456)
- GPN Star Wars Decks page 10 (Wayback, 20050430203312)