Dark Side Space Decks...
The Flight Deck
Deck Design by: Carl 'Mike' Hardy, Red 32
Strategy by: Carl 'Mike' Hardy, Red 32
Editorial by: Carl 'Mike' Hardy, Red 32
Date: 1999
Locations (10)-
  Kashyyyk
  Kiffex
  Hoth
  Yavin 4
  Wakeelmui
  Clouds x5

Characters (7)- 
  Darth Vader 
  Grand Moff Tarkin
  Admiral Ozzel
  General Veers
  DS-61-2
  DS-61-3
  DS-61-4

Starships (17)-
  TIE Defender x3
  Black Squadron TIE x3
  Obsidian Squadron TIE x3
  OS-72-1 in Obsidian 1
  OS-72-2 in Obsidian 2
  Dreadnaught x3
  Devestator
  Avenger
  Thunderflare

Vehicles (2)-
  Blizzard 1
  Blizzard 2

Effects (8)-
  Imperial Decree
  Come Here You Big Coward 
  Lateral Damage x2
  Presence Of The Force x2
  Sienar Fleet Systems
  Dreaded Imperial Fleet

Interrupts (16)-
  Twilek Advisor x3
  All Power To Weapons x4
  Dark Manuevers x2
  Tallon Roll x4
  Ghhhk x2

     This is one of my favorite decks...
     What I like most about TIE's are the fact that their fast, easy to deploy craft.  This deck uses the more powerful versions of the TIE's available.  I chose that only because they're tougher.
     The main idea of this deck is really to use the clouds at a Hoth or Yavin 4 to make Imperial Decree work.  It was designed mainly to counter Main's and Toys.  It also works well against Operatives.  It's been up against a couple of Hidden Base decks...  But, it's overall effectiveness is inconclusive.
     It has steady ground power with Veers, Vader and the small walker contingent.  However, it lacks sufficient reinforments for a prolonged ground offensive.  Use the ground power only to stop drains and don't be affraid to forfiet them to avoid a subsiquent beat down.
     Once again, Imperial Decree is the focus of this deck...  As a result, you may want to start with Yavin 4 or Hoth.  You can, however, start with Kashyyyk and Presence Of The Force for a quick 3 card Force drain...  That hurts when it happens so early in the game!

-Mike, Red 32-


Blowin' it Away!
Deck Design by: Carl 'Mike' Hardy, Red 32
Strategy by: Carl 'Mike' Hardy, Red 32
Editorial by: Carl 'Mike' Hardy, Red 32
Date: June 15, 2000
Locations (10)-
  Death Star
  Death Star: Warroom
  Death Star: Docking Bay 327
  Alderaan
  Yavin 4
  Hoth
  Kashyyyk
  Kessel
  Endor

Characters (14)- 
  Admiral Ozzel
  Imperial Helmsman x3
  Death Star Gunner x4
  Corporal Grenwick
  Sergeant Major Enfield
  Death Star Trooper x4 

Starships (12)-
  Death Star Assault Squadron
  Black Squadron TIE x3
  Executor
  Devestator
  Avenger
  Thunderflare
  Tyrant
  Boba Fett in Slave 1
  Zuckuss in Mist Hunter
  Dengar in Punishing One 

Weapons (1)-
  Super Laser

Effects (12)-
  Come Here You Big Coward 
  Lateral Damage x2
  Presence Of The Force x2
  Death Star Sentry x2
  There Is No Try
  Opressive Enforcement
  Imperial Arrest Order

Interrupts (10)-
  Twilek Advisor x3
  Trooper Assault x2
  Put All Sections On Alert x2

Objectives (1)-
  Set Your Course For Alderaan/ The Ultimate Power In The Universe

     Well, after considering what you'd be able to do with this new Dark Side Objective, this is the deck that I could come up with.  Unfortunately, as you can see, it won't hold up against your typical Hidden Base/ X-wing swarm strategies...  You simply won't stand a chance against that kid of resiliance, even though your deploy will be considerably less.
     By it's nature, you're forced to defend the Death Star from invasion, but, that takes up valuable card slots that normally would be devoted to a stronger fighter defense.
     However, with this deck you should be able to blow away any of the systems you can with relative ease.
     While this deck enphasizes on trying to flip it's Objective, you'd probably be better off, not doing so.  The benefits although cool, are simply card intensive and succeptible to basic Light Side space strategies.
     A fun deck to play with friends, but, I don't recommend this for a tournament.

-Mike, Red 32-


Hoth Buster
Deck Design by: Carl 'Mike' Hardy, Red 32
Strategy by: Carl 'Mike' Hardy, Red 32
Editorial by: Carl 'Mike' Hardy, Red 32
Date: June 19, 2000
Locations (10)-
  Hoth
  Hoth: Wamp Cave (7th Marker)
  Hoth: Mountains (6th Marker)
  Kashyyyk
  Wakeelmui
  Clouds x5

Characters (7)- 
  Admiral Ozzel
  General Veers
  DS-61-2
  DS-61-3
  DS-61-4
  Tibanna Gas Miner x2

Starships (17)-
  Black Squadron TIE x3
  Obsidian Squadron TIE x3
  OS-72-1 in Obsidian 1
  OS-72-2 in Obsidian 2
  Dreadnaught x3
  Devestator
  Avenger
  Thunderflare
  Combat Cloud Car x3

Vehicles (2)-
  Tempest 1
  Blizzard 2

Effects (8)-
  Imperial Decree
  Lateral Damage x2
  Presence Of The Force x2
  Sienar Fleet Systems
  Dreaded Imperial Fleet
  There Is No Try

Interrupts (16)-
  Twilek Advisor x3
  All Power To Weapons x4
  Dark Manuevers x2
  Tallon Roll x4
  Ghhhk x2

     Look familiar?
     This is the Flight deck that I made above and modified it for an engagement of Hoth.  I've added some Combat Cloud Cars and made a stronger Force drain potential from those clouds using Tibanna Gas Miners.  The best most effective way to beat the new A New Secret Base powered EBO is to run Imperial Decree from the Hoth clouds.
     The rest is pretty self explanitory.  That's why this deck was very successful...  It was really easy to play.

-Mike, Red 32-


TIEbo
Deck Design by: Carl 'Mike' Hardy, Red 32
Strategy by: Carl 'Mike' Hardy, Red 32
Editorial by: Carl 'Mike' Hardy, Red 32
Date: June 19, 2000
Locations (8)-
  Kashyyyk
  Endor
  Hoth
  Yavin 4
  Kessel
  Kiffex
  Wakeelmui x2

Characters (2)- 
  Darth Vader w/ Lightsaber x2

Starships (20)-
  Dreadnaught x5
  TIE Fighter x12
  TIE Assault Squadron x3

Effects (11)-
  Resistance
  There Is No Try
  Secret Plans
  Lateral Damage x2
  Presence Of The Force x2
  Sienar Fleet Systems
  Dreaded Imperial Fleet
  Well Guarded
  First Strike

Interrupts (19)-
  Surface Defense
  Twilek Advisor x3
  All Power To Weapons x4
  Imperial Barrier x4
  Tallon Roll x2
  Ghhhk x3
  Short Range Fighters x2

     Of the decks running around out there.  The infamous TIEbo deck is amonth the more lethal.  Originally created by Kevin Shannon and perfected by Clayton Atkin this deck has been extremely powerful!
     While Clayton and Kevin did not describe to me their version of the TIEbo deck...  This is my best guess as to it's make up.  As you can see, it's incedibly fast and strong.
     Basically, this is your basic TIE swarm deck with the Bait and switch angle.  First, start with Kashyyyk and play Surface Defense to pull out Resistance (anti-numbers), Secret Plans (hurts profit and other regen strategies) and There Is No Try (SAC defense).  The Twileks let you go get all the effects you need to protect you against many of the great strategies out there.  Imperial Barrier and Ghhhk keep you free of a beatdown.  This buys you time to develope a beatdown of your own, or Drain for monsterous amounts on your own.
     With Seinar Fleet Systems and Short Range Fighters, you can virtually retrieve at will...  Thus, extending your deck's survivability.
     Another deck to watch out for, or try on your own!

-Mike, Red 32-


Omni-Mains
Deck Design by: Carl 'Mike' Hardy, Red 32
Strategy by: Carl 'Mike' Hardy, Red 32
Date: June 29, 2000
Locations (6)-
  Kashyyyk
  Endor
  Endor: Bunker
  Endor: Landing Platform (Docking Bay)
  Kessel
  Kiffex

Characters (11)- 
  Darth Vader x2
  Grand Moff Tarkin
  Colonel Dyer
  Mara Jade, The Emperor's Hand
  General Veers
  Commander Igar
  Admiral Ozzel
  DS-61-2
  DS-61-3
  DS-61-4

Starships (14)-
  Dreadnaught x3
  TIE Scout x8
  Boba Fett in Slave 1
  Zuckuss in Myst Hunter
  Bossk in Hounds Tooth

Vehicles (3)-
  Blizzard 1
  Tempest 1
  Tempest Scout 6

Weapons (2)-
  Vader's Lightsaber
  Mara Jade's Lightsaber

Effects (5)-
  Security Precations
  Ominous Rumours
  Perimeter Patrol
  Broken Concentration
  Imperial Decree

Interrupts (14)-
  Twilek Advisor x3
  All Power To Weapons x3
  Imperial Barrier x3
  Sense x3
  Alter x2

Objectives (1)-
  Endor Operations/ Imperial Outpost

     Originally designed to defeat Hidden Base and Profit strategies, this deck does have a lot going for it.  It's both strong on the ground and in the air.  It's flexible and resiliant.  It can actually fight on several different ways and still have a chance at surviving.
     This idea is to never really try to flip the objective.  You don't need to.  Beside, the benefits from this flipped objective doesn't really give you much.  Once you have Ominous Rumours in place you can Force drain for gazillions in any of the 3 systems that's available to you.  In fact, against a Hidden Base deck, they give you all the systems you'll ever need to Force drain from.
     In order for your opponent to get rid of Ominous Rumors, he has to control three Endor site.  This ain't easy, considering your overall ground power (not to mention the third site has to come from him!).  Additionally, Coloner Dyer prevents Ominous Rumous from being cancelled at all.
     Broken Concentration holds up any Test decks for s little while.  It's not too effective, so get your drains in when you can!  Don't pass up the nice drain on Endor either...  Even though Ominous doesn't work there, doesn't mean you can't score a quick 2 Force bleed off the get go...
     Imperial Decree nails EBO and gives you some time to hunt down his ships...  Or, develop a nasty drain of your own.
     Imperial Barrier and the Senses and Alters offer protection against other mains decks.  While you do have great power on the ground, you won't really stand up against the EPP posse when it comes a callin'.  Don't be affraid to give up the Endor sites if you're sensing a serious beatdown coming your way.  Alter S-foils as soon as you can, don't worry about Do, Or Do Not...  You thank youself in the long run.  TIE scouts, although excellent in the destiny and hyperspeed catagory are horribly underpowered and will get crushed against an S-foils powered X-wing swarm.
     Play this deck smart and flexible and it will gte you home in one piece!

-Mike, Red 32-


The Empire's Best Pilots
Deck Design by: Carl 'Mike' Hardy, Red 32
Strategy by: Carl 'Mike' Hardy, Red 32
Date: June 29, 2000
Locations (8)-
  Kashyyyk
  Endor
  Sullust
  Kessel
  Kiffex
  Yavin 4
  Hoth
  Death Star 

Characters (13)- 
  Admiral Piett
  Admiral Ozzel
  Commander Merrejk
  Darth Vader
  Baron Soontir Fel
  Major Turr Phennir
  Major Mianda
  DS-61-2
  DS-61-3
  DS-61-4
  DS-181-3
  DS-181-4
  U-3PO

Starships (16)-
  Dreadnaught x5
  TIE Interceptor x3 
  Vader's Custom TIE
  Black 2
  Black 3
  Black 4
  Saber 1
  Saber 2
  Saber 3
  Saber 4

Weapons (4)-
  SFS Ls9.3 Laser Cannons x4

Effects (8)-
  There Is No Try
  Secret Plans
  Lateral Damage
  Cross Fire
  Presence Of The Force x2
  Sienar Fleet Systems
  Combat Responce

Interrupts (10)-
  Prepared Defenses
  Twilek Advisor x2
  All Power To Weapons x3
  Tallon Roll
  I Can't Shake Him! x2
  Heavy Fire Zone

Admiral's Orders (1)-
  Fighters Coming In

     Man, this was a hard deck to make! There's just some many new cool strategies out there!  It's hard to squeeze all of 'em into one 60 card deck.
     This deck makes ample use of the new Effect, Combat Responce and ties that in with the Admiral's Order, Fighter's Coming In.  First off, start with either Kashyyyk or Kessel.  Use Prepared Defenses to get you three deploy for free, deploy on table, immune to alter Effects.  There Is No Try, Secret Plans and Combat Responce are the ones you'll want to get.  You can switch these out with others based upon your desire...  But, Combat Responce wants to be there.
     While Combat Responce and Fighters Coming In are corner stones to this deck, the Weapons (and effect use of them) and key!  By using these weapons you can effectively knock out S-foils (with Cross Fire) and start clowing away his ships...  Because you can use Combat Responce to search for matching pilots/ starfighters you won't have to draw up as much.  Save as much Force as you can for your weapons fire.  In a pinch, you can still fire these weapons without any Force (you just won't get to add anything to the weapon destiny).  This allows you to play I Can't Shake Him to add a destiny.
     Lateral Damage and Tallon Roll are there just in case the Super Falcon shows up.  Roll that ship as fast as you can...  You don't want to get caught shot against that thing!
     Experiment with it and see how it works for you.

-Mike, Red 32-


VSDs R US
Deck Design by: Carl 'Mike' Hardy, Red 32
Strategy by: Carl 'Mike' Hardy, Red 32
Date: Aug 22, 2000
Locations (8)-
  Death Star II: Throne Room (Start)
  Death Star II: Docking Bay
  Redilli
  Sullust
  Kashyyyk
  Kessel
  Kiffex
  Coruscant

Characters (15)- 
  Admiral Piett x2
  Admiral Ozzel
  Admiral Chiraneau
  Commander Merrejk x2
  Emperor Palpatine
  Imperial Helmsman x3
  Captain Godherdt
  DS-61-2
  DS-61-3
  DS-61-4
  U-3PO

Starships (12)-
  Devestator
  Avenger 
  Chimeara
  Demolisher
  Victory Class Star Destroyer  x8

Effects (14)-
  Imperial Arrest Order (Start)
  Mobilization Points (Start)
  Opressive Enforcement (Start)
  Lateral Damage x2
  Presence Of The Force x2
  Rendilli Star Drive x2
  There'll Be Hell To Pay
  There Is No Try
  Emperor's Power
  Insignificant Rebellion
  Your Destiny

Interrupts (8)-
  Prepared Defenses (Start)
  Twilek Advisor x2
  Imperial Command x3
  Gravity Shadow
  Those Rebels Won't Escape Us

Objectives (1)-
  Bring Him Before Me/ Take Your Father's Place

Admiral's Orders (2)-
  We're In Attack Position Now x2

     I've been wanting to put a Star Destroyer deck together for a long time now.  Here's a good one, I think you'll like.  It uses cheap deploy Victory Class Star Destroyers and their chief manufacturer, Rendilli Star Drive.  Here's how it works:
     I chose to start with Bring Him Before Me because I like Emperor's Power a lot!  Being able to add a Battle Destiny anywhere at anytime is really nice.  If your light on Bring Him Before Me (like no Emperor, ect...), you can taylor this deck to start with Set Your Course For Alderaan.  Both give you really nice activation while giving away very little.
     Use Mobilization Points right away to pull Rendilli for you.  Rendilli's really nice because it lets you spend three Force to retrieve a Victory Class Star Destroyer.  Make sure the Light Side stays away and you'll have a never ending supply of VSDs to fuel your quest for galactic domination.  Twilek out the Star Drive and suddenly your 6 deploy VSDs are now 4 deploy.  With Piett and Ozzel at Rendilli, you VSD's now cost 2 Force to deploy!  Setting something like that up shouldn't be too much trouble as you can pull everything out of the deck with Twileks and Imperial Commands.
     Imperial Arrest Order makes your pilots jump with forfiet!   So if you'd rather not lose the VSD you can dump a pilot or two to make up...  Opressive Enforcement makes it VSD's destiny 3 vehicles and will place your Sensed cards back into your Reserve deck for future use.
     I've selected some nice draining locations for you.  Admiral Chiraneau will make very good use of them!  Commander Merrejk can get them for you (Admiral Piett can grab Cmdr. Merrejk for you as well).  Coruscant is a Force generator that can be used in a Force drain in a pinch (Star Destoryers do get a drain bonus there).  Kessel is another system that makes the VSDs cheaper.  Both Kessel and Coruscant can be deployed to stop insane LS Force drain strategies by converting their key systems.
     The character selection was elementary.  There are a score of great 2/2 characters in there to make Imperial Arrest Order work for you.  There's also Imperial Helmsman in there.  These guys draw destiny on a Star Destroyer in unable to otherwise...  Important against Test 2 Beat decks.  U-3PO is obvious drain protection.
     Victories are the ship of choice with my starships, obviously.  However, I did throw in some cool Imperial Class SD's for back up.  Demolisher is the absolute Bomb!
    The Effect selection is rather academic as well...  two Lateral Damages help with the big LS ships and 2 Presences Of The Force help against Test 1.  For Interrupts, I have a few Imperial Commands...  Excellent card.  I also have the underrated Gravity Shadow.  Seperate a smaller ship from the main LS fleet and commence Beatdown!  Those Rebels Won't Escape Us along with Capt. Godherdt stop Landing Claw in it's tracks!  A nasty surprise for Ground decks hoping to skin by with minimal Space support...
     Finally, the Admiral's Orders...  These make your pilots cheap and grant some immunity to your VSDs.  If you use your Imperial Commands right, you may not even need to use your Imperial Arrest Order or your Rendilli game text.
 

-Mike, Red 32-


Bring Him Before Me w/ TIE's
Deck Design by: Peter Nordstrom
Strategy by: Peter Nordstrom
Date: Sep 7, 2000
Locations (8)-
  Death Star II: Throne Room (Start)
  Death Star II: Docking Bay
  Wakeelmui
  Sullust
  Kashyyyk
  Endor
  Kiffex
  Spaceport Docking Bay

Characters (9)- 
  Admiral Piett
  Admiral Ozzel
  Admiral Chiraneau
  Commander Merrejk
  Emperor Palpatine
  Darth Vader with Lightsaber x2
  Captain Godherdt
  U-3PO

Starships (18)-
  Flagship Executor
  Dreadnaught Class Heavy Cruiser x2
  Accuser
  Chimaera
  TIE Interceptor  x7
  Zuckuss in Mist Hunter
  Bossk in Hounds Tooth
  Dengar in Punishing One
  Emperor's Sword
  Emperor's Shield
  Death Star Assault Squadron

Effects (14)-
  Imperial Arrest Order (Start)
  Mobilization Points (Start)
  Opressive Enforcement (Start)
  Lateral Damage
  Presence Of The Force x2
  Sienar Fleet Systems x2
  Ability, Ability, Ability
  Emperor's Power
  Insignificant Rebellion
  Your Destiny

Interrupts (10)-
  Prepared Defenses (Start)
  Twilek Advisor x2
  Imperial Command x2
  Gravity Shadow
  All Power To Weapons x2
  Short Range Fighters x2

Objectives (1)-
  Bring Him Before Me/ Take Your Father's Place

     Here is a good TIE deck based around Bring Him Before Me.
     This deck is fast and powerful in space.  Pull out Emperor first turn and DS2 docking bay; put the Emperor there until you don't need to activate that much Force.  Use Imperial Command to get Piett; use Piett to get Merrijk to get the rest of your systems and set up big space drains.  Use Emperor's Power to add battle destinies and retrieve force with TIEs.  Don't worry about dueling.

-Peter Nordstrom-