Ralltiir Nights (vs Dantooine Days)

Card draw simulator
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Derived from
None. Self-made deck here.
Inspiration for
None yet.

steino 1

aI hadn't played SWCCG in > 12 years when I stumbled upon the last remnant of my collection. My kids (10-18) were sort of interested, so I created this deck for them. Note that they don't have patience for the full-on SWCCG experience (yet) and may only ever play casually at home. Also, this deck is to be paired with my Dantooine Base deck, Dantooine Days. The two decks are rather similar, and that's on purpose -- again, lowering the learning curve.

To that end, this deck purposefully excludes (1) V cards, (2) complicated combos, (3) Shields, (4) cards I don't actually own. I did want them to have the full flavor of SWCCG, however. (OK, maybe not quite the full flavor -- no sabaac or inserts :/)

Indeed, for the first few games with my kids I excluded the Objective, just to keep things simple.

Strategy: Quickly deploy into Ralltiir in order to flip and strike the Rebels anywhere across the galaxy. Hinder opponent's ability to deploy or win/survive battles.

Tactics: Twi'lek Advisor to start with Bad Feeling Have I to slow the opponent early game.

Flip ASAP by pulling Sites with the Objective and Troopers with Tactical Support. Arm troopers with Disruptor Pistols using Blast Points. (Move them around as needed with Blaster Rack).

Slow force drains with Dreaded Imperial Starfleet, Strategic Reserves, and In The Hands Of The Empire.

Win battles with Trooper Assault, Blast Points, Jabba's Through With You, Hidden Weapons, All Power To Weapons, and, of course character weapons.

What's up with the TIE Interceptors? Well, my son loves TIES, and though I started with 3x Obsidian Squadron TIEs and Clouds it seemed like too many cards for a small payoff.

Possible swap-ins: So many!

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