Vincent Vega
This is the Ralltiir deck Team Machine played at the Dagobah Regionals, it did quite well, and Charlie Herren won with it.
Objective - 1
Ralltiir Operations
Locations - 12
Ralltiir
Jungle
Spaceport Docking Bay
Desert
Spaceport Prefects Office
Death Star II: Docking Bay
Executor: Docking Bay
Coruscant
Kiffix
Wakeelmui
Hoth: Wampa Cave
Hoth: Ice Plains
Characters - 17
Lord Vader
Darth Vader, Dark Lord of the Sith
Mara Jade
Sim Aloo
Janus Greejatus
Captain Godherdt
Captain Sarkli
Colonol David Jon
Admiral Ozzel
Officer Evax
Lt. Cabbal
Lt. Arnet
DS-61-2
Commander Igar
AT-ST Pilot x3
Effects - 9
Imperial Arrest Order
Mobilization Point
Imperial Decree
Oppressive Enforcement
Sandwhirl
Search and Destroy
Ability, Ability, Ability
There'll Be Hell to Pay x2
Interrupts - 8
Prepared Defenses
Masterful Move
Monnok
Imperial Barrier
Trample x2
Alter x2
Vehicles - 7
Tempest 1
Blizzard 2
Tempest Scout 1
Tempest Scout 2
Tempest Scout 5
Tempest Scout (generic)
Blizzard Scout 1
Starships - 6
Devestator
Chimeara
Bossk in Hound's Tooth
Zuckus in Mist Hunter
Boba Fett in Slave 1
Dengar in Punishing One
The idea was to streamline
the deck as much as possible, so we took out the droids for more
imperials to make the flip easier, and to be able to play as many
ability 4 characters as possible, without taking away from the
number of 2/2 scrubs. We did have a dreadnaught instead of the
Devestator, but we swapped them when Godherdt came out. If you
don't like the prefects office it can be swapped for the forest
and then you can take out the generic tempest scout for Tempest
Scout 3 (which Charlie did). We decided to add Sarkli as our Ops
protection (as if anybody would play ops) because he is a spy
and is good vs. there is Good in Him, and will oftentimes be a
nudj x2 anyway. Here is how we play vs. specific strategies.
Vs. Profit - This is a tough match-up, and one of the reasons
I don't recomend playing Ralltiir much anymore. Start Mob. Points,
Imperial Arrest Order, and Oppressive Enforcement. Flip quickly
and with authority. Profit will probably be flipped on turn 1
or 2 so you have to be quick as well. While setting up the flip,
put 2/2 scrubs at the docking bay so you can out generate the
profit deck. Get Decree as soon as you flip, and set that up with
Ralltiir and Wakeelmui. This will make it where you are only loosing
to the Profit damage, and an occasional drain of 1 at the cantina.
Go after them if they spread, but if they fortify just 2 or so
locations, search for Ability, Ability, Ability and watch them
die. If they play Eloms you are pretty much screwed.
Vs. EBO - Start Imperial Decree, Mobilization Points, and IAO.
Use the scrub at the docking bay for quick activation and flip
3rd turn or as fast as possible. Set up decree at Hoth sites so
they will not be draining for to much. Once you are set up go
to the air, but go strong or don't go at all. If they are playing
a Super Falcon version, alter Order To Engage and just run from
it if you make the mistake of going to the air vs. it. If they
are playing standard EBO, load up ships with forfeit fodder, catch
Hyper Escape and the likes, and wear them down. If it is super
falcon, wait untill you have Dengar and Bossk before you try fighting.
Vs. There Is Good In Him - They will try to drain you for 2 or
make you loose to the objective the entire game. This deck is
not very balanced, and has the gaping weakness of loosing Luke
as a fighting character. If you have Sarkli in the opening hand,
by all means put him at the Hut first turn, and don't pull any
sites from reserve. They will go from generating 6 to 2, plus
if they do not have Honor of the Jedi ready to go, you will drain
them for 2 right at the start. If they are playing TIGIH space,
just flip and out drain them and Direct Damage them.
Vs. Test to 5/6 - One of the reasons we chose to play Ralltiir
was because it is one of the few decks that can still use Direct
Damage with success because of Honor of the Jedi. Basically flip
3rd turn, and enforce the flip 4th turn so that suicide mains,
or Frozen Assets doesn't screw you up. Oce you flip, set up the
direct damage, and get both catch cards. One for It Could Be Worse,
and one for On the Edge. Testing is a tough match-up when you
don't practice it, but after you playtest the match-up a few times,
the testing decks begin to loose the edge.
Well, thats about all that is popular in our area right now. Becuase
of the sudden emergence of Profit decks with Eloms, I do not know
if this deck is viable or not, but I just wanted to show people
the dark side deck that won the Dagobah Regionals. I would also
like to thank all the people on MIRC that helped with the deck,
especially Bentley.
Thanks for looking,
Adam "Vincent Vega" Beauchamp