DS Ground Pound

Title: DS Ground Pound
Author: Joseph "Screwdriver" Gaus
Date: Aug 19, 1999 Rating: 3.5


--------------------------------

Cards:

‘Starting(3) Cantina Jabba’s Palace Combat Readiness

Locations(9) Tat Audience Chamber Tat Jundland Wastes Tat Lars Farm Tat Tusken Canyon Endor Dark Forest Endor Back Door CC Port Town District CC Downtown Plaza Hoth Defensive Perimeter

Characters(13) Grand Moff Tarkin x2 Commander Igar DS-61-2 DS-61-3 DS-61-4 Lieutenant Commander Ardan Zuckuss Brangus Glee Jabba the Hutt Bane Malar Djas Puhr Gailid

Vehicles(5) Tempest 1 Tempest Scout 6 Blizzard 2 Dune Walker x2

Starships(4) Executor Death Squadron Star Destroyer Dreadnaught x2

Effects(7) Bad Feeling Have I There’ll be Hell to Pay Presence of the Force x2 Secret Plans Security Precautions Battle Order

Interrupts(2) Twilek Advisor x2 Those rebels won’t escape us

Metagame Option 1 (16) Scanning Crew x12 Darth Vader x3 There is no Try

Metagame Option 2 (16) EPP Vader x3 Monnok x2 You are Beaten x2 Elis Helrot Masterful Move Those rebels won’t escape us Alter x3 Sense x3’

Strategy: ‘

This deck was designed using metagame option 1 immediately after endor came out. No one was prepared for scanning crews and the deck did wonderfully. RIGHT after that tournament I developed it’s second option, for tournaments I felt would be prepared with shocks. The deck starts off with a classic immune to revo start, ideally scan and drain early, gaining an advantage. Sooner or later they catch up, but the deck is meant to be too powerful to stop once you have that card advantage. When not playing the scan, the deck has cards that help fight off the rebels. Against hidden base, you twilek for SecPrecs as soon as possible and go probing, the 4 ships generally does the trick. You can often spread and drain against HB easily as well. The deck generates enough force to have a healthy ability to fight revo decks, and normally the revo decks are so concerned about revo, they don’t have the power (even in EPP’s) to fight the walkers and DS power. YaB helps against those EPP’s in metagame 2 option, while the scans do wonders against the EPP’s in metagame 1 (revo decks are rarely prepared with shocks). LS ops can be trouble, the idea there is that you get your ships to his ops planet and use Battle Order. Those rebels won’t escape us (one in the deck, a second if using metagame 2 option) will help clear off landing claw.’