The Great Pit Of Carkoon
Star Wars Dark Side decks

Black Moon At Ralltiir

If you have any comment about this deck, if you found a flaw in it or if you have any idea to make it better please let me know, your comments (or deck review) will be very appreciated. Thank you in advance for your input.

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Black Moon At Ralltiir

Starting cards (6)
Ralltiir Operations / In The Hands Of The Empire
Ralltiir
Prepared Defenses (starting interrupt)
Imperial Arrest Order
Imperial Decree
Mobilization Points

Locations (9)
Dagobah : Cave
Death Star
Death Star : Detention Block Corridor
Executor : Docking Bay
Spaceport Docking Bay
Spaceport Prefect's Office
Spaceport Street
Swamp
Wakeelmui

Characters (18)
Admiral Chiraneau
Admiral Ozzel
Admiral Piett
Captain Godherdt
Commander Igar
Darth Vader, Dark Lord Of The Sith
Emperor Palpatine
General Veers
Grand Moff Tarkin
Janus Greejatus
Lieutenant Arnet
Lieutenant Cabbel
Lieutenant Watts
Major Marquand
Mara Jade, The Emperor's Hand
Officer Evax
Sergeant Torent
Sim Aloo

Starships/vehicles (12)
Blizzard 2
Chimaera
Executor
Tempest 1
Tempest Scout 1
Tempest Scout 2
The Emperor's Shield
The Emperor's Sword
3x TIE Interceptor
Vengeance

Weapons (5)
AT-ST Cannon
Mara Jade's Lightsaber
2x SFS L-s9.3 Laser Cannons
Vader's Lightsaber

Effects (8)
Come Here You Big Coward
Failure At The Cave
Overseeing It Personally
2x Presence Of The Force
Sieenar Fleet Systems
Something Special Planned For Them

Interrupts (2)
Force Lightning
Trample

Admiral's Order
Battle Deployment

Use Imperial Arrest Order (IAO) to pull Executor Docking Bay and deploy a character (or starship with ability) there, pull a site with your objective (not your other docking bay) and pull Wakeelmui with Mobilization Points. Next turn you will activate 6 Force (you get +2 because you control a docking bay). Pull your last docking bay with IAO and a site with your objective. Draw some cards. Next turn you should be able to flip your objective. Be sure to occupy the swamp (opponent need +3 Force to initiate a battle there), spaceport docking bay (opponent's pilots are deploy +1) and having a leader at Spaceport Prefect's Office would be nice.

Next thing to pull should be the Death Star, Dagobah Cave and your last Death Star site. If you have a ship at Executor docking bay it is quite easy to remove it from there (opponent's spies can kill you if you leave it there) : deploy Executor and use 1 Force to move the ship to same system as Executor.

This deck solve the main problem of Ralltiir Operations : lack of Force at beginning of Game.

The drain potential of this deck is HUGE. Let the Emperor oversee it personally and you drain for +1 at each Ralltiir site. Leave Torent at Death Star prison while it orbits Ralltiir and you gain another +1 at Ralltiir sites. Just don't leave Torent alone please, spies can ruin it very bad. Janus Greejatus will increase the drains by 1 with the Emperor. Each of the 2 sabers add 1 to drains. Play one Presence Of The Force (POTF) at Ralltiir and the other at Wakeelmui and Chiraneau will increase your drains by 1 to each battleground systems (POTF transform Wakeelmui and Ralltiir into battleground systems). The danger come from everywhere! :) Typical Ralltiir decks don't drain much so opponents tend to ignore this planet ... well this time expect some company and don't forget to make your opponent pay +2 for each Rebel he deploys to Ralltiir (even the system!). If he use the docking bay to cheat the deployment extra cost, well he can't initiate battle so deploy a lot and crush him.

You really need your bonuses and you could kill in 2 turns with them, so don't let the 1st Jedi test stop you : Failure At The Cave is there to give you those 2 turns of free drains. Imperial Decree and a flipped Ralltiir will literally shut down your opponent's drains. Trample will deal with undercover buggers and Godherdt will clear any Landing Claw. Come Here You Big Coward might prevent Force retrieval and stop Force drains. Something Special Planned For Them will stop Force retrieval loops.

On Ralltiir sites your Tempest Scouts are ready to move as a react when necessary so don't be shy and spread your units. Treat space threats seriously and be ready to defend your system at all costs. AT-ST Cannon, your sabers and SFS L-s9.3 Laser Cannons should be enough to clear opponent's threat. Battle Deployment will protect you well at Ralltiir sites because one portion of the game text of that admiral's order will forbid opponent from drawing more than one battle destiny at Ralltiir sites and you can pull your ATs directly from your Reserve deck. You need an admiral at a battleground system to deploy that admiral order.

If you lose a precious card, it's not bad. Deploy Sienar Fleet Systems and deploy a TIE to retrieve the card. If you lose the TIE let it go to used pile. Next turn use 2 Force to bring it to your hand and deploy it to retrieve another Force. Deploy The Emperor's Shield or The Emperor's Sword to retrieve 3 Force. This deck is mostly about drains, but a little retrieval can be useful.

If you want to invade your opponent's locations, don't forget your +1 to destiny draw for each of Ralltiir sites your Imperials OCCUPY. That is a big strength of this deck, so use it. Defeating you on your own planet will be difficult.

I didn't choose Jungle and Forest as locations for this deck because my opponents like to play too much with wookiees and a jungle/forest would make the wookiees too happy. They also play with Wookiee Strangle, that's why I prefer the wookiees to have as less power as possible. Use those locations if you like, the Jungle is great for any deck and I miss that site.


Sarlacc's Ninth Tentacle
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This homepage was created August 8th 2000
Last update January 12th 2001