Jump to content

Welcome to Card Game DB
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
- - - - -

Navy Stasis

Imperial Navy Control

Affiliation:
Order by:
Objective Set Type

Total Objective Sets: 0
    Uses Shadow of Shaddaa, Across the Jundland Wastes, Succumb to the Cold and many tactics icons to lock your opponent down. There is also a decent amount of resources in the deck to let you use Shadow of Shaddaa etc without losing out too much.

    While locked down, there is plenty of blast icons and a shielding + Fowards command post sub theme. The deck also puts a high continuous pressure on your opponent with Dark Time and possibly also the Thugs. Which works well with the lock-down main theme.

    Spice visions should do fine too, either on Starck as an objective finisher with mass tactics or on Tusken Raiders to tactics more targets. Wampas is also a valid target to deal lots of damage.

    There are not many Scum resources, so if you don't draw the objective, you won't be able to play the Thugs. But they aren't high priority any way.

    This deck is just theory crafted so far, but I'm pretty sure I'll try it out. One possible may be to change 1 Motti for 1 Veers. Testing will tell if the deck manages without all that resources and if more finishing power is required. Making room for 1x Tatooine Crash is also a possibility.
    Sample Hand Reload Other Information
    Resources GeneratedCombat IconsForce Icons
    000


    5 Comments

    Photo
    MasterJediAdam
    Aug 25 2013 02:18 PM
    It seems that this deck is pretty resource hungry, at least on paper.
    I dislike jundland wastes in any deck that relies on characters, sometimes you kill yourself by drawing that against a vehicle deck of which there are many atm.
    Well there are 6 resources and two slots of those are motti, we'll have to see if that is enough :)

    The deck actually doesn't rely on characters but on vehicles to do the fighting!

    Well there are 6 resources and two slots of those are motti, we'll have to see if that is enough :)

    The deck actually doesn't rely on characters but on vehicles to do the fighting!


    Well, 4x MTV-7 2x Blizzard Force AT-ST, 2x Wampa and 2x Assassin Droid doesn't seems that scary if you rely on them to do the fighting ;)
    They are the ones needed to close out games. If you look at the deck, there aren't many important or fighting quality characters either. Starck is one. There are Heavy Stormtroopers that are good and then Veers. Tusken Raiders are designed to handle the Jundland conditions, and the Thugs... ye, they do their main thing on entering play. If you get them to strike once too, then you should be happy about that :b

    This is however not a good thing. The deck lacks powerful fighting units in general and is much likely the deck's biggest flaw.

    Star Wars and all associated elements are © 2012 Lucasfilm Ltd. & TM. All rights reserved. Fantasy Flight Games, Fantasy Flight Supply, and the FFG logo are trademarks of Fantasy Flight Publishing, Inc.