Rougefire Big Ball Of Doom (version 2)

From SWCCG Wiki
Jump to navigation Jump to search

rougefire Big Ball Of Doom (version 2) is a Dark constructed list published on Game Players Network.

Deck info

Introduction

A Death Star II deck that I use a lot. Please give me some feedback.

Decklist

Character

Weapon

Starship

Vehicle

Location

Effect

Interrupt

Epic Event

Strategy

You start Endor system with Operational as planned to get Jerjerrod, DSII, and Desperate Counter in hand. On your first turn, you play Desperate Counter, use it to pull Imperial Arrest Order from reserve deck, use it to play DSII: Docking Bay, play Jerjerrod there, take a DSII sector from reserve deck, play DSII, Combat Response from Reserve deck, and any sectors you may have in hand. Each turn afterwards you try to get out a sector. When you have the Reactor Core out you play That Thing’s Operational from reserve deck, and then move to the planet that you opponent has played. Meanwhile, play the <> docking bay to the opponents system if you can, and play your characters to sites to battle him where he is. Try to occupy as many Battleground sites on their planet without spreading yourself too thin. You have six imperial leaders to use with the Garrison that will let you draw an extra destiny, but Davod Jon won’t let you draw two (he is only ability 2). Igar in Tempest 1 also adds a destiny. Deploy your TIEs to either DSII or Endor, with their pilots of course, and then try to get at least two with cannons on them. Before you move DSII, get your TIEs to it so that they move with it. If your opponent tries to blow up DSII, follow him in and do your best to shoot him down. Mianda in Scythe 1 will move twice and/or fire during your move phase and he adds 2 to his weapon destiny so make sure you use him effectively to shoot ‘em down. If you get Twi’Lek Advisor, use it to get We Shall Double Our Efforts so that X is increased by one on That Thing’s Operational and it makes opponents starfighters maneuver –5 at DSII sectors, thus making them sitting targets. Hebsly also subtracts 1 from maneuver of an opponents fighter. If you still don’t shoot them, their movement destiny are going to be –9 if you have three armed TIEs, minus the 5 maneuver from before so they are going to need a destiny of 10 to get a 1. Use Maul’s Infiltrator if they are playing with a lot of space but otherwise try to leave it in your deck to get better destiny draws. The Dark Jedi saber can go on either Sidious or Sing, or anybody else that needs one. Just try to take control of their planet and drain, direct damage, and/or battle the heck out of them.

Pointy-eared Green Dude: Thanks for the rating. I use the Bounty Hunters because they are powerful, Sing can steal sabers from people(very fun), and I don't have much else that would do the same type of things (If I had more AT-ATs I would probably put them in instead)

swcironecg: Thanks for the help. I was thinking of geting rid of Endor Ops, but I didn't know surefire way to get Jerjerrod down. And I would use Mob Points/You cannot hide forever combo if I had it. I hope this one looks better to you.

See also

Sources


References