Rickynumber24 Rumor Ops

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Rickynumber24 Rumor Ops is a Dark constructed list published on Game Players Network.

Deck info

  • Player: Rickynumber24
  • Published: 25 November 2003 (Game Players Network)
  • GPN category: Standard
  • Format: Premiere - Original VS3
  • Side: Dark
  • Starting Card: ISB Operations
  • Strategy: ISB Operations
  • GEMP Importable deck: Download (omits Commander Praji (V) (Virtual Set 2: Our Most Desperate Hour), Tarkin (V) (Virtual Set 3): not in GEMP)

Introduction

I've been meaning to make an ISB space deck for a while. I just pulled a foil Ominous Rumors in a R3 pack, so I thought I'd throw that in too. This ungainly thing is what came out, with the help of V6.

The published list has 59 cards.

Decklist

Objective

Character

Device

Starship

Vehicle

Location

Effect

Interrupt

Strategy

Now... I'm sure you guys can come up with more than enough reccommendations for it. It's always easier to wield the axe on someone else's deck. I'm thinking of reworking it a fair amount, for example, by adding Captain Jonus and Scimitar 2 to deal with immunity cancellers, and maybe another starfighter or two so that I can play Battle Deployment. (Currently the deck more reccommends We're In Attack Position Now.)

The basic theory is to get sites out with LLL(V) and to get systems out with either Kuat Drive Yards(V), or Merrejk if he's around. Grab Executor with YCHF∓ and then ditch it for Ominous Rumors (after getting Endor out). If they're not playing Strike Planning (amazingly, there are some decks that don't) then you should pull Endor as your first system and drop Ominous Rumors ASAP. If they are starting Strike Planning, pull Kashyyyk first. I try to make Fondor the last system in case they decide to try to occupy it, and I try to hold Kessel as long as possible so that I can convert their Kessel if I think they're playing it.

The great thing about Ominous Rumors is that as long as you occupy an Endor site, they can't cancel it since they need 3 sites controled, and there's only 3 in the deck. Also, if you deploy it before any of the sites (yeah, right, with this ground package I doubt that'd happen, and besides, the activation's nice) there's no way they might prevent it. The best part is probably the surprise, so hold off as long as possible before showing them Ominous Rumors.

Beyond that, just flip and do battle damage/drain.

Kuat Drive Yards(V) is really cool since all of the starships except for the Executor draw destiny on their own with it out. (they each have 2 ability-2 pilots) It also gives them immunity and deploys them cheaper, which I can't complain about either.

AAA(V) gets characters back (and into hand, if lost off the top)

Spice Mines of Kessel(V) is a little anti-WYS, and hopefully some retrieval at some point.

Lt. Pol Treidum is in there entirely since he has a nice forfeit(5) and is destiny-3 instead of destiny-2.

The AT-STs are in there because, quite honestly, the destiny in this deck stinks. Blizzard 4 is just cool, and Blizzard Scout 1 does cool things with an AT-AT.

Anything else you have a problem with I'll attempt to explain. I may actually see your side instead, depending on the arguments.

NOTE: I can't seem to consistently beat my pre-V6 DBO with Menace Fades (which I posted here) so I know this needs a lot of work.

See also

Sources


References