Maelstrom v 3 0
Title: Maelstrom v 3 0
Author: Michael "Dvader" Girard
Date: Aug 11, 1999
Rating: 4.5
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Cards:
‘Locations (5)
1 bothawui 1 farm 1 swamp 1 jungle 1 spaceport docking bay
Characters (20) 5 both. ops. 3 baragwins 3 merchants 1 epp han 1 epp luke 1 epp leia 1 epp obi 2 r2d2 2 r2x2 1 r4a5
Starships/Vehicles (6) 1 tantive 4 1 falcon 4 luke’s landspeeder
Weapons/Devices (2) 1 hydroponics station 1 electrobinoculars
Interrupts (20) 5 how did we get into this mess 4 spaceport speeders 1 nabrun 4 nar shadda wind chimes 1 signal 2 on the edge 1 surprise assaults 2 it’s a trap
Effects (6) 2 descent into the dark 1 hiding in the garbage 1 frozen assests 1 draw their fire 1 do or do not
Objective (1) 1 local uprising/liberation’
Strategy: ‘
This deck plays of the pre-errata Droid Merchant engine where you get a lot of activation with minimal effort. The potential for the game to end in one battle is very effective, with effects such as Descent into the Dark (to recycle) and interrupts like How did we get into this mess (searcher), you can have an EPP strikeforce within the first couple turns of the game. With that advantage the game can turn in your favor in the matter of one turn. My philosophy about this deck is if you can get past a turn two “choke” vader coming down and beating on your droid merchants…then you have a 90% chance of winning the game.’