Third Angel Hidden Agenda

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Third Angel Hidden Agenda is the Light constructed list Third Angel posted on DeckTech.[1]

Deck info

Decklist

Objective

Character

Weapon

Starship

Location

Effect

Interrupt

Epic Event

Original post

Hidden Agenda

  • Author: Third "Third Angel" Angel
  • Published: August 12, 2001
  • Rating: 3.5
  • Description: Hidden Base Deck, Using a few mechanics to pull off... well that would give it away.

Strategy

update***>

I just noticed, that you have to have 5 BATTLEGOUND systems to flip, not 5 systems... so take out Datooine and 'They're on Datooine' and add in another system... I Dunno, any battleground system, not like it matters =P... I'll also add in Thrown Back instead of 'They're on Datooine' beacsue people told me to take it out.

<***update First off, a ton of people will probibly be like 'what the hell is he thinking? he's trying to distroy the bunker... in a hidden base deck' but in reality you can distroy the bunker, or do anything in any deck.

I chose Hidden Base Because of it's early game potential.

Here's how play goes

You will notice I listed 10 locations but said only 9 were in my draw deck, this is becuase I have to chose either Endor or Sullust as my 'X Marker' which is my hidden base.

Now this is how play goes.

During my opponents turn, before my turn. Draw General Crix Madine and General Calrissian into hand (if one is already in hand, pull General Solo instead of one)

1st Turn

Activate

Deploy Endor from RD or Hand. (deploy a system from RD if Endor was in hand)

Deploy General Calrissian and Gold Squadron 1 to endor. (squadron assignments if needed)

[deploys for 3]

Draw Remaining Cards.

2nd Turn.

Activate

Force Drain at Endor if they didn't contest.

Deploy System.

Use Mindful of The Future to pull either Endor Back Door or Endor Rebel Landing Site.

[use for 2]

Use either The Signal or Throw Me Another Charge. (signal prefured) To pull either 'The Shield Is

Down' or 'Explosive Charge

[use for 3 or free depending]

This sets up my two destiny right after each other 5, 5 or 5, 6

Which I then track through my deck.

Deploy Locations and/or Characters

[as force allows]

Draw Remaining Cards.

(yes I realize I might not get mindful or signal, but when I Get them I use them in tandem in order to set up a nice 2 destinys cycleing)

That's a basic Start, but it all depends on what cards I get in my hand, and what I draw.

I deploy whatever Systems I have... whenever I have, same with all sites but bunker.

I draw till I get Deactivate The Shield Generator into my hand.

Signal for 'The Shield Is Down

Throw for 'Explosive Charge

Minful and Endor Site onto table.

Done. it's set.

I deploy Crix with whomever else I want... whenever I think I can keep him alive.

Try to keep my characters Alive.

Most People Will think I'm doing this to satisfy a 'Battle Order' of theirs or my 'Menace Fades

Crix Pulls CoK to my hand. If I have him out early, also pull Colonel Cracken or Blout to hand.

I only Deploy CoK When I've got 'The Shield is Down' and 'Explosive Charge' and 'Deactivate The Shield Generator' in my hand. (usually around turn 4)

CoK Pulls Wuta (free)

Wuta Draws Bunker (2 force)

Deploy Bunker

Deploy 'Deactivate The Shield Generator

Deploy Colonel Cracken Or Lt. Blout to the Bunker. (3 or 2 force respectively)

Deploy 'Explosive Charge

Move all Characters from the Back Door To the Bunker.

Next turn...

since I've tracked the 5,5 or 5,6...

The Bunker Is Distroyed...

He Loses 8, I retrieve 8, his hand goes to his used pile.

Now I should have 5 Systems out by now.

so I Decide to FLIP.

he has no hand, and he must pay 1 to draw 1.

Since not many people play space, or play limited space, I don't need to have to many ships in this deck.

Since I only flip after I've gotten rid of their hand, I don't have to worry about them probing my system for a few turns.

I retrieve force from whatever early game play they have when I distroy the bunker. (save some force if needed for 'secret plans' or I just forgo the retrieval)

for podracing I've got 'It could be worse' and 'Sense' if they like to play 'It's worse

OH, I almost forgot... Commence Recharging and They're on Datooine are nice cards to slow/stop the Set Your Course For Alderaan Flip. (if they don't flip, there is no worry)

I'm thinking about doubleing up on bunker, but am unsure, and haven't had trouble with getting the bunker out during play. but I'm thinking it might be a little trouble So that's the basics, if you have any constructive comments let me know what you think I should do to help the deck out.

third

Original card list

As posted on DeckTech
Starting (7) Hidden Base / Systems will Slip Through Your Fingers X Marker Rondezvous Point Heading For The Medical Frigate Strike Planning Squadron Assignments Menace Fades Draw Deck (53) Locations (9) Sullust x2 Mon Calmari Raltiir Datooine Endor x2 Endor Rebel Landing Site Endor Bunker Endor Back Door Characters (14) General Solo General Calrissian General Crix Madine Chewbacca Of Kashyyyk Wuta x2 Lt. Blout Colonel Cracken Sergeant Junkin Luke Skywalker, Rebel Scout x2 Daughter Of Skywalker Ki-Adi-Mundi Ric Olié Starships (4) Gold Squadron 1 Tala 2 Tala 1 Queens Royal Starship Effects (5) Commence Recharging They're On Datooine Insurrection & Aim High Bacta Tank The Sheild Is Down Interrupts (14) Mindful Of The Future x3 The Signal x2 It Could Be Worse x2 Sense x2 Houjix & Out Of Nowhere x2 Throw Me Another Charge x3 Devices (4) Explosive Charge x4 Epic Events (3) Deactivate The Shield Generator x3


See also

Sources

References

  1. ↑ Hidden Agenda, DeckTech (Third "Third Angel" Angel, 12 August 2001). Preservation copies: Stephen Skilton; GitHub Pages.