Lightning Menace
Title: Lightning Menace
Author: Pyry "Blizzard" Nystrom
Date: Feb 21, 2001
Rating: 3.5
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Cards:
‘Starting(8)
SYCFA/TUPITU
Death Star
Alderaan
DSDB
Preb.defences
Mob.points
Imp.Arr.Order
Oppressive enforcement
Locations(5)
Rendili
CCDB
EndorDB
CoruscantDB
DSWar room
Characters(19)
2xMiiyom onith
2xVader with saber
2xLord Vader
2xGrand moff Tarkin
Prince Xizor
Guri
2xMara Jade TEH
2xThe Emperor
Grand admiral Thrawn
Boba Fett with Blaster
Dr Evazan & Ponda Baba
Sim Aloo
Janus Greejatus
Starships(6)
Executor
Chimaera
Dominator
Bossk in HD
Zuckuss in MH
Dengar in PO
Vehicles(2)
Blizzard 2
Tempest 1
Effects(7)
Imperial degree
Secret plans
Battle order
Blast door controls
Search and destroy
Therell be hell to pay
First strike
Interrupts(10)
The circle is now complete
Masterfull move
Monnock
You are beaten
Set for stun
2xSense & Uncertain is the future
Shut him up or shut him down
Weapon levitation
Sniper & Dark strike
Weapons/Devices(2)
Vaders saber
Maras saber
Admirals ordes(1)
Battle deployment ‘
Strategy: ‘
Okay the idea of this deck is to them hard and heavily. You have big pile of mains to do
this. Also there is no shortage of combat related interrupts.
Activation is exellent as in most SYCFA Decks. So to get most of this there is two Miiyoms.
This deck is no manipulator and should not played as. Activation also helps to give your
opponent a good beatdown.
Starfleet is quality over quantity. Use it wisely and you can punish most decks at space too.
Also many of the mains are pilots too, so you can play them to space if necessary.
If Falcon is your nightmare, play GURI to space(Executor will really do the job).
If X-wings are coming, keep your ships together. Together they can combo and should be able
to hold against their swarm. If guns are possible, keep your guys in capitals.
Battle deployment with Thrawn is iron here(-2 to power of each X-wing).
Dont play too many ships on your low parsec systems as Kessel might pop up You CAN move DS if necessary to get there.
Your drains are not huge, and the idea is that you go where opponent hangs around. If opponent
goes space SAD will hurt him.
You shoud be able to fight and probably punish them anywhere. So this deck is built to be SOLID
Alright then here comes the matchups
MWYHL Drain heavily and battle. When they are about to do JT5, screw thier tracking with
uncertain is the future
EBO Fight in space, rule the ground and drain. Walkers can storm Hoth if necessary. Degree will help.
WYS Take space, use Guri there if necessary. Grap their key interrupt. Conquer ground, Thrawn and Battle deployment will do wonders in your conguest for Tatooine. Their smugglers cant compete with your powerfull mains
RTP Rule space, fight in ground. Try cancel bacta tank and kill the princess(many times).
“Shut him up or shut him down” will be their death.
QMC Take Bespin=win, so A LOT OF FORCE THERE
Mains Battle and drain. Miiyom will hurt them much. You will out power them.
Agents in court Start Battle order. Aliens and droids can strike them. Imperials will probably have to move to JP. Walkers can attack to sandstormed sites.
HP Get SAD ASAP. Rule ground. Play carefully with your fleet.
Profit Put Mara and Dr E & PB to AC. Send more guys ASAP. Drain them from space. Crush them
in ground.
Thanks for revievsTell me what went wrong(if any) ‘