Dark Maneuvers
| Title | Dark Maneuvers |
|---|---|
| Side | Dark |
| Type | Interrupt — Used Interrupt |
| Set | Premiere Limited |
| Rarity | C2 |
| Uniqueness | Unrestricted |
| Destiny | 6 |
| Icons | Interrupt |
| card_uid | 1_241 |
| Version | printed |
| Printings | Premiere 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
Decipher card strategy (starred on the Premiere Dark card list).
From Greg Bole :
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
Source: Dark Maneuvers strategy at Decipher.com (archive)
Rulings
Combos
- Dark Maneuvers + Tallon Roll
From Scomp Link Access (swccg-scomp / card JSON). Players Committee card database, not Decipher printed text.
See Also
Sources
- Premiere Dark Side card list at Decipher.com (archive, 11 June 2002)
- Star Wars CCG cardlists index at Decipher.com (archive, 25 December 2008)
- Complete Card List (Decipher PDF, archive 28 September 2007) — Dark Interrupt: Dark Maneuvers, Premiere, C2