Cam Solusar Endor Flops
Cam Solusar Endor Flops is a Dark constructed list published on Game Players Network.
Deck info
- Player: Cam Solusar
- Published: 24 November 2004 (Game Players Network)
- GPN category: Standard
- Format: Premiere - Original VS7
- Side: Dark
- Starting Card: Endor Operations
- Starting Interrupt: Prepared Defenses
- Strategy: Endor Operations
- GEMP Importable deck: Download (omits Kuat Drive Yards (V) (Virtual Set 6), Sunsdown (V) (Virtual Set 2), Flagship Operations (V) (Virtual Set 7): not in GEMP)
Introduction
A non-flip Endor Operations deck with [v] Flagship Operations. I'd appreciate constructive advice. Pre V8.
Decklist
|
Objective Character
Weapon
Starship
|
Location
Effect
Interrupt |
No Defensive Shields named.
Notes
- Description says 'Pre V8'. Original-era (V): Sunsdown (V) (VS2); Kuat Drive Yards (V) (VS6); Flagship Operations (V) (VS7). Both Sunsdown (V) and the printed Sunsdown are listed; dested as posted.
- Posted 'DS-62-2' dested DS-61-2 (no DS-62 pilot exists); 'Theed Maul' Darth Maul With Lightsaber (Theed Palace); 'EPP Vader' Darth Vader With Lightsaber; 'SFS L-s7.2 Laser Cannons' SFS L-s7.2 TIE Cannon.
- 'You Cannot Hide Forever (non combo)' is the Death Star II Effect.
Strategy
- Strategy**
The strategy of this deck is fairly basic: Pull [v]Flagship Ops and Ominous Rumors first turn, deploy a system, and draw. Keep pulling systems, get the TIEs out and drain using the bonuses from Ominous Rumors. Get Sunsdown into hand and drop it on the Endor system, using Defels to hold the two sites. EPP Vader and Theed Maul are for hit and run, U-3PO and Arica are for blocking force drains. [v] Flops lets my TIEs move through hyperspace and also boosts my power in ALL battles, eliminating my need for Ghhk in case Sunsdown gets cancelled. This deck really depends on controlling space, which is why I have quite a few weapons for taking out [v] Bright Hope and friends. I want advice on how to plug up possible holes in my strategy and how to maintain the greatest possible balance between strong space and adequate ground. I plan on updating it after V8 gets released.
- Card Selections**
Defel: Just in case you aren’t familiar with this card, it may ‘hide’ from a battle under nighttime conditions using 1 force.
SFS L-s 7.2 Cannons: Deploy these on Scythe 1. Move the through hyperspace, take out a ship, move back. Can also be used to move to or from Bespin: Cloud City.
Proton Bombs: Against Profit and other interior ground decks I can use these to collapse their interior sites. It’s not a guarantee, but it’ll be a surprise.
Pride of the Empire: Pullable by Black 2, deals some direct damage.
Any constructive advice regarding card selection and strategy that people can offer would be greatly appreciated. Thanks for reading, God bless, and May the Force be with you.
- EDIT***
ECF- Yes, Sunsdown is the weak link in the chain. I think I'll use one [v] and one non-[v]. That way, the first one will be immune to alter and they'll have to burn a potentially precious Houjix to cancel it.
See also
Sources
- Endor Flops (Wayback, 20051102154456)
- GPN Star Wars Decks page 2 (Wayback, 20050430203312)