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      Type II: Beginner Decks
      The Icebox
      Rating
      (4.86) | Read Reviews
      Author shane "elvis solo" engelking (Subscribe to this member)
      Description
      My take on IO/IC, second place MN states. This is the original version, not the horrible one I brought to day 2.
      Submitted October 16, 2003
      Cards
      Starting 11

      IO/IC
      FIMA +10
      Prepared Defenses
      Sunsdown V (sometimes No Escape)
      Imperial Decree
      YMSYL
      PFSAttack
      YCHF/Mobilization Points
      1st Marker
      5th Marker
      Hoth

      Charachters 8

      Darth Vader w/Lightsaber
      General Veers V
      Commander Igar
      Lietenant Arnett (Opponent may not react to or from same location-anti speeder tech)
      GA Thrawn
      Ad.Piett
      2x Darth Maul W/LS

      Blue 13

      Executor
      Chimaera
      3x Tie Interceptors
      Blizzard 1
      Blizzard 2
      Blizzard 4
      Tempest 1
      4x 2 player At-At(imperial Walker)

      Locations 3

      Rendili (early generation, 3rd battleground to satisfy honor)
      3rd Marker
      6th Marker

      Green 5

      3x Special Edition Tie Cannon
      At At Cannon V
      Electrorangefier

      Purple 1

      TTMG

      Interrupts 16

      2x Walker Garrison
      4x Imperial Command
      Trample (I pull Blizzard 2, and if they grab this one, i will abuse them more with exposure anyways)
      3x Exposure (pay x force to target x charachters present [not in at-ats :)]under nighttime canditions at all marker sites. those charachters are lost. yes, I am aware how abusive this is. but that is why the deck wins)
      3x Crashed landing (because exposure soes not work on speeders)
      It's Worse combo (because people think it could be worse is good anti walker tech)
      2x Ghhk Combo (because i sit 1 ability 4 power atat's alone at Non Battlegrounds)

      Effects 3

      Security Precaution V (so i can actually afford the executor)
      No Escape
      Nightfall (because if someone houjix'x Nightfall V, i cant retarget, because it is once for game)
      Lateral Damage



      Strategy
      Oh Yeah, edit. I knew I was forgetting something. take out one Command, put in WMAOPlans. Also, Blizzard 2 and the objective (of course) are Virtual, but not Blizzard 1. This is meant to be an advanced deck, not beinners, but oh well. Yes, Nightfall should be listed as Sunsdown. I didn't have my deck with me when i typed this up. I think there might also be one too many cards listed, so take out whatever you think will be the least important in your meta.




      I find the best thing about the objective is it's Ketwol-esque ability to take cards back from the lost pile when deploying an at-at. This allows abusive things like dropping the same maul epp on them 5 times, or the same exposure on them four times because they already grabbed command. I added exposure to the deck to combat decks like throne room mains, TIGIH, and Senate, decks that overwhelm you by battling and holding your locations. This is why I almost always play There Is No Try, let them sense exposure or Garrison or whatever, let them lose their cards, then re-abuse them with the same interrupts because chances are they grabbed imperial command already. The best player i beat with this is Jim Li (2100+), during MN States, but i then lost to him in confrontation (badly with my Light deck).




      Against most decks, jsut do your thing, (im sure you already know the Blizz 4/Vader thing, and holding onto the 3rd until you blow the MPG etc.) then leave your heavy hitters at the 3rd, and leave little at-at-s at the non battleground sites for direct damage/garrisoning. Ghhk is an important card to look for.




      Against decks like TRM, get a ghhk in hand, then let them attack you, then play exposure. Eventually they will run out of charachters. Against decks that don't challenge you on hoth, do as much damage as fast as you can, and get out plenty of space to hold hoth. Then drop maul epp repeatedly on them by abusing the "take card from lost pile into hand" mechanic. Same for getting out tie's and cannons... Generally by midgame you can activate through all your force, so activate all but two, search for something stupid, and then you know if you can shoot their ships down. Or i guess you could track :) But i much prefer to continuously search my reserve for stuff, which eliminates a lot of possibilities for tracking. Against speeders, battle them to try and get their speeders to react past your lead at-at. If that doesn't work, play a bunch of crashed landings on them. Hope they work. Expect to go down significantly in the beginning, but once you flip, you will be able to shut them down Also, try your best to shut them down in space, which is generally pretty hard because you are generating such little force. Sometimes tie interceptors with cannons can offer cheaper solutions than thrawn in the executor. Well, that basically covers the three ways to play this deck... I won't get into any of the standard of walker decks that are already in this deck, as i assume you are familiar with them. If you are not, dmail me and I'll be happy to explain more clearly.
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