Cloud Car x 5
Imperial Walker x 7
Blizzard I
Blizzard II
Obsidian 7
Obsidian Squadron TIE x 2
Death Star Assault Squadron
Vader's Saber
Broken Concentration
Imperial Decree (Starting)
Reactor Terminal
Oo-ta Goo-ta, Solo?
Twi'lek Advisor (SI)
Control x 4
Hutt Smooch x 2
Torture
You are Beaten
Walker Garrison x 3
Strategy:
This is obviously an Imperial Decree/garrison/clouds deck. I'll tell you right now that I made a huge mistake and forgot to put a second Hoth Mountains in. Only once in the three games I played with it did I manage to get Walker Garrison up and running because I couldn't find the thirs site. The rest of the deck got out really fast, so I think it could have worked if there had been another site.
That said, I stated with Hoth and tried to get a cloud
and cloud car out ASAP. The Imperial walkers go down cheap,
so they were simple to get down and Imperial Decree was in
effect by the first or second turn. I used Hutt Smooch to
keep spies from hitting the ground and used the cloud drain
bonuses to keep me alive until I could get garrison going.
Vader and Tarkin were a good ground force and the cloud
cars can be deployed to the ground, used to transport
characters across the ice, and then moved up into the
clouds. It was a fun deck to play, but it would have been
more fun if I had put it together right. At the regionals,
it went 1 and 2.
Queen Jawa