Such Crappy WYS

Title: Such Crappy WYS
Author: Andrew "JohnnyUnitas" Carson
Date: Jan 23, 2001 Rating: 4.5


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Cards:

‘Starting (8) WYS/TPCBALR Tatooine Cantina Docking Bay 94 Heading For The Medical Frigate Ultimatum (caps drains and inserts) Squad. Assign. Insurrection

Locations (5) Docking Bay x2 Kessel Ralltiir x2

Characters (18) Luke, Scout Luke, Jedi Mirax Terrik Chewie W/ Gun Chewbacca, Protector Lando W/ Gun Han w/ Gun Cap’n Han Talon Karrde Melas Dash Rendar Leebo Theron Nett RFC x5

Starships (7) Outrider Millennium Falcon Pulsar Skate Red 10 (This ship is true WYS Tech) YT-1300 Transport x3

Weapons (1) Luke’s Lightsaber

Admiral’s Orders (2) I’ll Take The Leader x2

Interrupts (16) Corellian Retort (This card is Tech) Out Of Commision/Transmission Terminated Cantina Brawl Slight Weapons Malfunction Captive Pursuit (CCT is pop. in my area) Effective Repairs Noble Sac. x2 Fallen Portal x2 Out Of Nowhere x2 Insertion Planning x2 (RFCs are scouts) Choke x2

Effects (3) Kessel Run x3

Strategy: ‘

UPDATES Some people think this deck is meant to battle in space. This is not true You just drain and complete the Runs If you’re caught in a battle just forfeit ships to satisfy. Also the Kessel Runs are staying in. They’re an advantage over most decks like BHBM in the sense they can retrieve a lot and with my design they do work. The activation problems you see (which I assure you didn’t exist in the first place) have been fixed below in my previous update. Also I’ve been told going from a docking bay to a system with a ship is free. Now I can get both the Outrider, Red 10 and Pulsar Skate free with a <>Docking Bay, and my YT-1300s and Millenium Falcon -1. If the above information is true please LMK if I haven’t corrected it myself after looking it up.

Previous UPDATE Switch Ultimatum with Menace Fades Drop Retort for another OOC/TT. Also Secret Plans may seem like a problem but I assure you it is not. I havent had a problem with it yet, but just to be sure Ill switch Captive Pursuit for Staging Areas and start with it in place of Menace Fades. Talon and some scrubsll just have to free Han en route to the AC the old fashioned way. This should streamline the deck and fix some bugs you guysll find.

Now what you do with this deck is setup docking bay drains with Ill Take The Leader, while Kessel Running to makeup for any losses youll take from opponents drains and battles. Staging Areas sounds good in this deck but I get along great without it. The <> Docking Bays make my freighters deploy -2 so I deploy ships at them and move em up to the system, for a real reduction of 1. This is important since activation is usually low in decks like this. I find its sufficient with this reduction combined with the mostly low deploy characters of the deck.

Battle Plan gets bumped off the table by the extra Ill Take The Leader, Imp. Command is only really useful in space so its not a problem. Guri is a bit of a bug but if the opponent deploys her theyll likely be fighting with her so target her first. Dont worry about the Cantina too much. If its really getting bad use the Brawl to take out as many characters as possible then recapture it for your own drain use.

If you lose a ship itll either be retrieved or go to a docking bay with the AO. If your opponent beatdowns your lone character, Noble Sac. him if possible. Otherwise use that card as you see fit. The Kessel Runs in this deck always take 2 turns to complete and retrieve 10 force if using RFCS. Ive gotten 25-40 card wins with all the retrieval so Im keeping it in The objective flips fast so SAC is not a problem.

Against BHBM and Huntdown just take down Vader using whatever you have. Even 2 RFCs can take out Vader with minimal losses with the high destiny of this deck. Once it flips thisll be even easier. Scum can be handled with moderate success with the retrieval and space drains.

Reasons why cards are in this deck Red 10 This card adds one destiny to power, not one battle destiny, so its immune to Imp. Command and other such cards.

Insertion Planning RFCs and both Lukes are scouts so why not take advantage of this with a used 6 destiny interrupt that reduces the opponents battle destiny?

Hope you like this deck. Please tell me what to add/take out in your review.