Carl Mike Hardy Test 2 ROCKS
Carl Mike Hardy Test 2 ROCKS is a Light constructed list published on Red 32's Star Wars CCG Site as Test 2 ROCKS. Carl Mike Hardy posted it on 29 July 2000.
Deck info
- Player: Carl Mike Hardy
- Published: 29 July 2000 (Red 32's Star Wars CCG Site)
- Format: Premiere - Death Star II
- Side: Light
- Starting Card: Mind What You Have Learned
- Strategy: Test 2 ROCKS
- GEMP Importable deck: Download
Decklist
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Objective Character
Starship
Location
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Effect
Interrupt Jedi Test |
Strategy
This deck focuses on the new strength of Squadron Assignments to get your high maneuver starfighters to the asteroid fields. First off, test 1 slows down any Dark Side high Force draining strategies, and test 2 reduces their ability to draw Battle Destiny... Improving your deck's staying power. Start with Heading For The Medical Frigate to grab Wise Advice and Squadron Assignments. Wise Advice improves your test destiny and softens the blow of any lucky Sense/ Alter draws. Squadron Assignments is the cornerstone of this deck... It get's your ships out in a hurry. The Signals are in there to grab Sanctuaries and Rycar's Runs as needed... They also recycle a 5 back into your deck. Honor Of The Jedi eases the pain of Hunt/ Court and Your Destiny direct damage. Keep those Rabble Barriers hot as they will prevent any bad guys from trying to nail your ships in the Asteroid Field. Barrier them and during their next turn, let the asteroid destinie take care of them. Don't worry about Come Here You Big Coward as you'll easily be able to hang in the Asteroif Field (which are battlegrounds) with your high maneuver fightercraft. At the end game, get your A-Wings to the swamp to sink to your used pile and push those Rycar's Runs. Solo'll be a sinch to pull them off. Help him out with Closer?!... Here's how this deck adds up against various Dark Side strategies: *Hunt Down: Don't worry about not being able to Force drain or battle with Luke if they flip their objective. All you really need him in there for is to stay at an Asteroid Field for the CHYBC requirements. Honor Of The Jedi will be your saving grace here as it stops the hate from Visage. With Test 1 in effect and the damage from the Fields and Asteroid Sancturary, this deck will not be able to compete. Same with Bring Him Before Me. Test 2 will make the Emperor's Power hard to work because if you can't draw destiny, you can't add to it. *Court: He's gonna go for his Bounty Hunter Ships as fast as he can. Bossk In The Bus and Zuckuss will dies like dogs in the fields, don't worry about them. Boba Fett and IG-88 will give you problems. Be sure to Barrier them and track an asteroid field for them later. If you local game scene likes court, you may want to consider adding in Aim High to stop any retrieval strategies he has in mind. *Odd and Ops: Death Star 2 really kicks these strategies in the butt. While this deck doesn't outrightly defend against these strategies, it depend on the fear factor that other players will... *TIE swarm: Again, Aim High will be a must. Barrier any Dreadnaught foolish enough to go into the fields after you. The TIEs will be useless after that and asteroid fodder on the next turn. Instead of going into the fields after you, they'll try to stick it out and drain race you. You'll have the upper hand with the Sanct and the high Drains from the Big One. Don't go to them, that's what they want you to do.
See also
Sources
- Test 2 ROCKS (Wayback, 13 May 2021)
- Deck designs (Wayback, 13 May 2021)