Cirone a03 Dark Dealings Done Right
cirone_a03 Dark Dealings Done Right is a Dark constructed list published on Game Players Network.
Deck info
- Player: cirone_a03
- Published: 13 March 2002 (Game Players Network)
- GPN category: Standard
- Format: Premiere - Theed Palace
- Side: Dark
- Starting Card: This Deal Is Getting Worse All The Time
- Strategy: This Deal Is Getting Worse All The Time
- GEMP Importable deck: Download (omits Pray I Don't Alter It Any Further: not in GEMP)
Introduction
While Lando's deal with Vader is getting worse all the time, hopefully this deck isn't.
The published list has 61 cards.
Decklist
|
Objective Character
Weapon Starship Location |
Effect
Interrupt
|
Strategy
Use the objective to pull the locations from your deck first to get force generation. Use Den Of Thieves to cancel those annoying early game drains, but if you think your opponent is going to drain you heavy later in the game then hold onto a trooper or two and suffer through the weaker ‘one force’ drains, it’ll pay off later. Draw cards like mad early in the game to get out the two
more sites you need to put Dark Deal on the table. When you deploy characters to a site, deploy them in groups of one ‘main’ and two troopers. This combination, along with a Trooper Assault, is cheep, powerful, can draw destiny, and if attrition gets to high, you can forfeit the troopers to protect your ‘mains.’ Used together, Imperial Supply and Elis Herlot can reinforce your characters at a site if your opponent just deployed a beatdown force (you can’t transport during a battle but you can before the battle begins). Hutt Smooch gets rid of spies. Masterful Move is a used destiny six that pulls Ghhhk (beatdown protection) and Monok (great against non-unique
decks) from your reserve deck.
In space Dengar and Bossk are a great combo: two destiny, lots of attrition and opponent’s
immunity to attrition is canceled. It is also effective to deploy two ties and either Bossk or Dengar, giving you enough ability to draw battle destiny. If your opponent is playing with lots of space, then to keep Cloud City Occupation on table you’ll need to get out as many starships as possible. All Power To Weapons is useful here, pulling three ties from your deck or adding two
to their power. Return To Base rescues Dengar and Bossk from the lost pile.
Most of the interrupst in this deck are not immune to sense, so There Is No Try provides some much needed protection (you may want to even consider starting with it instead of Den Of Thieves). If your opponent decides to podrace, then with Sebulba’s Podracer and Hit Racer you shouldn’t have too much trouble winning. Reactor Terminal circulates high destiny cards from your hand back into your deck and lets you up the card differential for a bigger win. Use Abyssin
Ornament and Short-range Fighters to get out troopers and ties faster and to retrieve force.
Some things not to forget:
Power bonus at Lower Corridor for Maul and Mara if they have their lightsabers.
Power bonus from Dark Deal.
Power bonus from Bespin: Cloud City for each of your starships.
Deploy +1 for opponent if you control Bespin.
Destiny bonus from Pray I Don’t Alter It Any Further.
Fett’s blaster can fire at another site while at West Gallery.
Please rate this deck!
See also
Sources
- Dark Dealings Done Right (Wayback, 20051102154456)
- GPN Star Wars Decks page 55 (Wayback, 20050430203312)