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) ‘