Icebreath Tell Me What You See

From SWCCG Wiki
Jump to navigation Jump to search

icebreath Tell Me What You See is a Dark constructed list published on Game Players Network.

Deck info

  • Player: icebreath
  • Published: 2 May 2004 (Game Players Network)
  • GPN category: Standard
  • Format: Premiere - Original VS6
  • Side: Dark
  • Starting Card: Ralltiir Operations
  • Starting Interrupt: Prepared Defenses
  • Strategy: Ralltiir Operations
  • GEMP Importable deck: Download (omits Tarkin (V) (Virtual Set 3), Motti (V) (Virtual Set 3), Captain Piett (V) (Virtual Set 4), AT-AT Cannon (V) (Virtual Set 4), Blizzard 2 (V) (Virtual Set 4), Blizzard Scout 1 (V) (Virtual Set 4), The Dark Path (V) (Virtual Set 5), Ability, Ability, Ability (V) (Virtual Set 6), Imperial Domination (V) (Virtual Set 4), Imperial Reinforcements (V) (Virtual Set 2): not in GEMP)

Introduction

RalOps that utilizes flipside destiny adder for site-clearing battles.

Decklist

Objective

Character

Weapon

Starship

Vehicle

Location

Effect

Interrupt

Notes

  • Imperial Domination (V) appears once in Starting and once in Effects (the strategy confirms x2).
  • Posted Ghhhk x2 dested Ghhhk & Those Rebels Won't Escape Us; Masterful Move combo dested Masterful Move & Endor Occupation; AT-AT Cannons (V) dested AT-AT Cannon (V); Swamp/Desert dested the generic sites.
  • Original-era (V) cards: Imperial Reinforcements (V) (Virtual Set 2); Motti (V) (Virtual Set 3); Tarkin (V), Captain Piett (V), Imperial Domination (V), AT-AT Cannon (V), Blizzard 2 (V), Blizzard Scout 1 (V) (Virtual Set 4); The Dark Path (V) (Virtual Set 5); Ability, Ability, Ability (V) (Virtual Set 6).
  • Original-era printing corrected: Tarkin (V) (Virtual Set 4) -> Tarkin (V) (Virtual Set 3) (an earlier dest had linked the modern virtual card of the same name).

Strategy

This is a deck based off of a design by John Davis, one of the local old-skoolers who's been playing SWCCG since day one. The idea behind the deck is to capitalize on the flipside's destiny adder by tacking on extra attrition using Dark Path (V)... making every battle a site clearer.

He also used AAA(V), ImpDom(V) x2, and First Strike to do some heavy-duty retrieval each time he battled... and trust me, it works great!

I decided to refine his idea by focusing my beadown squads a bit. Vader/Tarkin are one obvious choice, but what's with Tarkin/Motti? Dark Collaboration, anybody? It's a cheap-to-play three card beatdown combo that has 8 power and three battle destinies. Ouch.

I'm using VicStars over unique ImpStars mainly because of the cost involved, and also because of the destiny number. Dropping a VicStar with Thrawn and Pellaen aboard only costs 10 Force... and with me needing to save back Force for reacting on Ralltiir and using two during my control phase to pull a card, even a 10 Force drop is pretty expensive. Sooo... VicStars are the way to go.

Flagship Bridge and Holotable were last-minute throw-ins when I noticed that my activation potential... well... SUCKED. I added the puller interrupts (already had a pair of Twi'lek's in to pull my effects, so just swapped 'em out for Accelerates), and figured I might as well toss in a couple of Ghhhk's for good measure.

Anyways... on to the strategy itself. Flip RalOps on turn three or four, giving yourself enough time to set up some characters aboard bikes for 'reacts', and reinforce with walkers as necessary. After flipping, drop beatdowns. Drop more beatdowns. Drop even more beatdowns. Get the picture?

Enjoy!

David Kangas

Shadow 31

Ophidian Agent

Vancouver, WA

See also

Sources


References