The Wierdest Huntdown you’ve ever seen

Title: The Wierdest Huntdown you’ve ever seen
Author: Phillip "Karrdeshark" Aasen
Date: Oct 27, 2000 Rating: 4.0


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Cards:

‘Starting7 HDADTJ Ex Meditation Chamber Ex Holotheater Visage of the Emperor Prepared Defences No Escape Mobilization Points Imperial Arrest Order

Characters13 Vader w/Lightsaber x2 Mara Jade, TEH x2 Admiral Piett Admiral Chireneau x2 Commander Merrejk x2 Commander Gherant x2 Captain Godherdt Colonel David Jon

Starships11 Flagship Executor Chimeara Conquest Judicator Thunderflare Visage Boba Fett in Slave I Bossk in Hound’s Tooth IG-88 in IG-2000 Dengar in Punishing One Zuckuss in Mist Hunter

Weapons3 Mara’s Lightsaber Intruder Missle x2

Admirals Orders1 Were in attack position now

Effects9 Imperial Decree Kuat Drive Yards x2 Return To Base Flagship Operations x2 Pride of the empire x2 Reactor Terminal

Interrupts5 Imperial Command x2 Twi’lek Advisor x3

Locations11 Ex Comm Station Ex Control Station Ex Docking Bay Ex Main Corridor Spacport Prefects Office Kuat Kiffex Yavin 4 Hoth Fondor Mon Calamari ‘

Strategy: ‘

First Turn use Mob. Points to get out Kuat. If you got Kuat in your starting hand, then wait till you have enough force and get the Executor. Draw heavily in you first two or three turns to find Reactor Terminal, Vader, and the Prefects Office. As soon as you flip the Objective get Vader aboard a Star Destroyer ASAP. I used HDADTJ w/Visage of the Emperor for some damage right of the bat , that will be tough to stop. I know a revolution deck could be a problem for this deck, but nobody in my area plays that type of deck. David Jon, Mara and Vader are your ground forces and together are Fifteen power+battle destiny, and seperatly are 5 power(Jon) w/immunity to less then three, 4 Power (Mara)w/immunity to less then 4, and 6 Power in Vader. Gherant and Merrejk will let you get out your systems for Chireneau’s drains, and sites for Fl. Ops and Indestructable Executor. Intruder Missles will help get rid of other ships, but are in the deck solely for tracking destiny. Imp. Decree is for use with Hoth and Yavin 4. Return to base helps with lost starships. SSPFT will slow them down. Pride is in for more lost force for the lightside. KDY+WIAPN gives your SDs immunity to attrition less then six. Sweet The deck should be running smoothly by your fifth turn at the latest, unless the card gods are having fun putting Reactor Terminal at the bottom of your deck. With Chireneau at Yavin 4 and the rest of your systems down you can drain for up to 9 force a turn. If they go to space, overpower ’em with a combination of stuff. If they use Combined fleet Action you have an AO of your own to cancel it with and a combo of Capital and starfighter that shouln’t leave you all that weak. Keep Godherdt in your hand until they play a claw or you need more power. I’ve done this and it’s REAALLLYY fun to cancel their Lando in Falcon that just clawed your Executor, Deploy a Slave I and watch them writhe in agony as you draw a intruder you have tracked and hand them a force loss of over 20. I’m not saying this deck is all that good, but I think if it is played correctly it could do alright. Thanks for reading this and don’t give me a bad rating unless I really deserve it. Please point out any weaknesses you find so that I can make an even better version. Also, please d-mail your friends and get them to rate this deck too. I’d really appriceate it. Thanks again and good luck. ‘