This is one of the earliest custom decks we started playing with, and it hasn’t really changed much over the years. It has been a lot of fun.
Last change: January 2013.
FIRE WHEN READY capped at 4 damage (6 direct damage is kind of cheap).
GLOAT reduced from A8 to A7 (because someone got hit with A8 and cried about it).
GRAND MOFF TARKIN
by Roman Farraday & Geektopia. Includes ideas from PD Magnus.
Grand Moff Tarkin
2 Elite Stormtroopers
5 HP each
Strong+ Minor Deck
Tarkin – 12 Talent Cards
3x IMPERIAL COMMAND
Move Tarkin and Elite Stormtroopers up to 4 spaces each. Draw a card.
2x FIRE WHEN READY
Tarkin and Elite Stormtroopers each do 2 damage to all characters they can attack but no character takes more than 4 damage.
Choose an opponent to discard a card for each character Tarkin has in play.
A7. If this card is defended, the value of the defense card is doubled.
1x I THINK YOU OVERESTIMATE THEIR CHANCES
D*. Tarkin takes no damage from the attack. If the attack would be enough to destroy Tarkin, Tarkin is destroyed.
1x PUT ALL SECTIONS ON ALERT
Place all destroyed Elite Stormtroopers adjacent to Tarkin, at full health.
Themes: Commander of his minors, strong early and fades late
Path to Victory: IMPERIAL COMMAND + FIRE WHEN READY; ORDER TO TERMINATE + GLOAT
Strengths: High direct damage, forces opponents to discard, can resurrect minors, strong minors
Weaknesses: Low HP, low defense
Strategy: Try to attain a quick victory while troopers are alive, Tarkin can finish off late
Test Level: Very High
Inspiration: I think it was Moon’s Tarkin deck that laid down the foundation for this one.
Playing Tarkin: Tarkin is strong early and fades as the game goes on. The key is keeping him alive because when you do, he has fairly powerful cards and can control the game when he can get going early. Keep Tarkin protected by the Elite Stormtroopers, but if Tarkin has good defense, use him to protect the EST’s. Don’t get too greedy with FIRE WHEN READY. Keeping Tarkin safe is more important than doing a little extra damage. Play FEAR early to keep your opponent weak. Don’t play ORDER TO TERMINATE unless you’re ready to follow it with GLOAT, or your ally can chip in with big attacks.
Playing against Tarkin: Read this carefully: You MUST KILL ONE Elite Stormtrooper as soon as possible, but you MUST NOT kill both of them. If you spend your attacks killing both Elites and Tarkin plays PUT ALL SECTIONS ON ALERT he’s very hard to beat. Once he’s down to one Elite, FEAR and FIRE WHEN READY lose a lot of potency, and you can concentrate on killing Tarkin, which generally isn’t that hard. Beware ORDER TO TERMINATE, which makes you discard your defense cards.
Want more Tarkin?
The DT Version was selected for the 10-Year Anniversary Set.
Sultan’s finished a very close 2nd.
Governor Tarkin & Vader by Aaron Shockley is a classic.