Icebreath Checkmate (RST)

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icebreath Checkmate (RST) is a Light constructed list published on Game Players Network.

Deck info

Introduction

The intergalactic game of chess between the Empire and the Rebellion comes down to this final move... Queen to C7. Checkmate.

Decklist

Objective

Character

Device

Weapon

Starship

Location

Effect

Interrupt

Admiral's Order

Epic Event

Strategy

Just got all the cards I needed to build a RST deck, and with V6 out I thought I'd give it a try. There's a few cards that I would have liked to have added... Geezum or Wuta (preferably Geezum so that I wouldn't hinder Midge's efforts) to pull out my last site, a Sai'tor Kal Fas (V) in starting instead of the Weapon Levitations to pull the sabers out... stuff like that. As is, though, I think the deck should do fine.

Long story short... drop characters, blow the bunker, drain like hell. Short story long... pull Madine and either Solo or Calrissian (depends on what your opponent's playing and what you've got in your starting hand... if they're playing heavy space, or you have a ground-heavy hand, pull Calrissian, and vice versa) with Strike Planning, drop Madine and use him to pull Chewie or Beezer (depends on whether you want to fortify the site first or go for a quick blow on the bunker, also depends on how much Force you have left after dropping Madine), pull Bunker or DTSG into hand with the objective if you've got the Force for it, pull Back Door, end turn. Next turn, pull Panno to boost your activation, and start dropping characters/starships/whatever from hand, get out the other card with your objective, and keep dropping characters over the next few turns. Be sure to use Beezer to pull Portable Scanner (which pulls your Explosives and Bionic Hand), get the Charges into your hand, and get ready to blow the thing to smithereens.

After you blow the Bunker, use Midge and your sabers to add to your ground drains, and use Capital Support for a bit of ground damage (you can go ahead and shuttle Calrissian down to the planet if you need to deal an extra damage). The Rebel scouts are great forfeit fodder, as the low-ability ones get a +2 forfeit bonus from Insurrection, and can be retrieved with your flipped objective. You've got a LOT of power cards holding just a handful of locations (three sites and a system), and you're doing a pretty nasty amount of damage from them. Keep in mind that you've got a couple of destiny cancellers at the system (Wedge and Bright Hope), some battle destiny adders (Close Air Support and Rebel Leadership), and plenty of recycling high-destiny cards. Woohoo.

Like I said, there's a few changes that I'd like to be able to make to the deck, but there's not really much I can pull out to be able to do it. Oh well.

Enjoy!

David Kangas

Shadow 31

Ophidian Agent

Vancouver, WA

See also

Sources


References