DeckTech.net
Home
 Card Games?
About DeckTech
FAQ
DPC
Star Wars CCG
Home
  About the Game
Decks
Tournament Reports
CCGs
MagiNation Duel
Lord of the Rings Card Game
Star Wars Customizable Card Game
Star Wars Trading Card Game
Star Trek Customizable Card Game
 
Gangstas Paradise 1 3

    Deck ID: 11151

    Author: Alexander "Black Leader" Schwarz

    Title: Gangstas Paradise 1 3

    Side: Dark

    Date Published: 2000-10-15

    Description:
    Second revision of my CourtScum Deck.Sporting increased activation potential,defense against EBO plus some new tech.

    Rating:
    4.5

    Cards:

    'Locations (8)
    JP- Audience Chamber (s)
    JP- Dungeon (s)
    JP- Rancor Pit
    Tattoine - Great Pit (s)
    Tattoine - Jabbas Palace
    Tattoine - Docking Bay 94
    Rendili
    Coruscant

    Characters (14)
    Bane Malar
    Brangus Glee
    Boelo
    Chall Bekan
    Cloud City Engineer
    Dengar with Gun
    Dr. E
    Ephant Mon
    4Lom with Gun
    Gailid
    Iggy with Gun
    Jabba (SE) x 2
    Mara Jade

    Creatures (2)
    Rancor
    Bubo

    Ships (3)
    Zuckuss in Misthunter
    Bossk in Hounds Tooth
    Boba Fett in Slave I

    Weapons (1)
    Maras Lightsaber

    Interrupts (16)
    Alter
    Barrier x 2
    Ghhhk
    Masta Move
    Monnok
    Trapdoor x 2
    Operational as Planned
    Prepared Defenses
    None shall Pass x 2
    Set for Stun
    Shut him up/down
    Twilek Advisor x 2

    Effects (15)
    All Wrapped Up
    Battle Order
    First Strike
    Lateral Damage
    Mobilization Points
    No Bargain
    Oppressive Enforcement
    Resistance
    Scum and Villany x 2
    Search & Destroy
    Secret Plans
    Security Precautions
    There ll be hell to pay
    You cannot hide forever

    Objective (1)
    Court of the Vile Gangster/
    I will enjoy watching you die

    '

    Strategy: '


    Changes to Version 1.2

    Dropped Sullust for Rendili and the Cantina to
    add the Tattoine Docking Bay for my new activation
    concept with Mobilization Points.

    Gives my ships a place to deploy from turn one,
    which make me get arround Battle Plan, too.

    I found out, that in Decks utilizing lots of
    Beatdown Potential the Cantina can be a liability
    as well.

    So this version gives the opponent no good drain
    locations except for the palace and the audience
    chamber, which can be defended by None shall pass.

    -----

    Dropped the second Gailid. I know, that limits
    my drain potential, but in a deck that is trying
    to kill my characters, i wont really have a place
    to hide and drain, anyway. In another deck, i
    should only need one Gailid.

    Boba with Blaster went out for Mobilization Points. His space Persona is much more useful,
    anyway and i need the early activation.

    Dropped Dengar in Boat. I have had a long debate,
    whether too keep him or drop him. Truth is, he
    is not much useful on himself, and i rather have
    him on the ground.

    Dropped the Rancor, the Telepathy and a Trapdoor
    to add Alter, Resistance, and Set for Stun.
    In place of the second Gailid i added You cannot
    hide forever.

    Reason for this changes I am fine with only
    one Rancor, and then i dont really need three of
    those Trapdoors. The Telepathy was in there
    mainly to protect me from AFA and OTE, those
    functions are taken over by Alter and Resistance,
    which is good against EBO, too.

    I played EBO in a few pickup games and found out,
    that those drains can hardly be stopped, if i dont
    get a really good start.

    You cannot hide forever is cool, because it lowers
    my opponents jedis defense value, so i can target
    them with weapons and Trapdoor more easily. It
    gives me some defense vs. screws, who still may
    be floating arround - just look at Matt Sokols
    Light Deck for Worlds .
    On top of that, it lets me get Sec. Precautions
    or Search & Destroy to start the damage early on.

    I also added Monnok, which still is way cool. It
    also improves the recycling capacity of MastaMove.

    Now the new tech Set for Stun. I really begin
    to like this card. It lets you basically target
    any character, even spies. However it really
    shines to remove some annoying pilots from their
    ships, like Haash so i can play my Lateral Damage
    or Han of the Falcon to prevent Punch It or an
    I know.

    ---------End of Changes---------------------------

    Setup You need to start with MobPoints to pull
    Rendili before activation. Deploy the docking bay
    with the Objectives game text, but not in Profit
    (Fallen Portal). If you have Jabba in opening hand
    deploy him to the AC. to get Boelo with the ACs
    Game text. If you expect a lot of spies or early
    beatdown, go for Ephant Mon.

    Against Space start with You cannot Hide forever,
    to get Search & Destroy. If you play Hidden Base,
    you can still deploy it instead of Sec.Precautions
    if you get a Twilek in your opening hand.

    Always try to occupy three Battlegrounds.
    Dont go outside without a Ghhhk or Jabba and
    Ephant Mon - you risk a beatdown, which could
    very well end your game.

    Make sure to always initiate the battles, the
    retrieval provided by First Strike, and to greater
    extent by S&V (which you should deploy as soon
    as you have secured the chamber) will win your
    games.

    Always use Barrier and None Shall Pass to prevent
    Beatdowns and get the advantage.

    If the try to battle you, slash them with Maras
    Stick or the Hunter weapons and feed them to
    your little darling, the Rancor, after throwing
    them in the brig for extra force retrieval.

    As always, dont open yourself to beatdowns, dont
    deploy without four ability or defensive cards
    in hand.

    -----Matchups start here-----------------------

    Profit As mentioned before, dont deploy the
    Docking Bay (Fallen Portal). Instead track it to
    Alter OTE if it pops up or prevent him from
    sensing your interrupts.

    Start with MobPoints, No Bargain and Oppressive
    Enforcement. Try to get All Wrapped Up, next.

    Use Profits GT to deploy Chall Bekan, who can
    pull the engineer to convert the chamber and
    Ephant Mon, to discourage early spies, like
    Boussh (Someone who loves you) or the new dreaded
    Lando with Axe.

    Use Iggy to capture Han, as soon as he is free
    and feed him to the Rancor, this will pretty
    much end the game for him. Use 4Lom as defense
    vs. Luke, JK and Ben Kenobi. with You cannot hide
    forever out, you can even capture one of those,
    so if you have it in your hand, get it out.

    Bubo eats spies and prevents him from running
    away with Narrow Escape. Set for Stun can help
    you deal with his Spies and Jedis here, too.

    If you instead encounter Alien Profit, which is
    usually setup with Uh Oh and Bo Shuda, start with
    You cannot hide forever and All Wrapped up, to
    capture his Eloms, or Chadra Fans early on.

    You shouldnt ditch YCHF for some time, until you
    can be sure, he is not playing screws.

    Use Bubo to kill Tessek, after you have taken
    care of Rennek with Set for Stun. If possible,
    try to keep Mara away, at least dont deploy here
    alone, so you will not die to a horde of Eloms.

    In all Games, but especially Profit, try to prevent Clash of Sabers if they get this through
    u will not be able to ghhhk , which could mean
    game for you.

    EBO Start with MobPoints, YCHF to get Search and
    Destroy, and Resistance.

    Get out the docking bay early on, you need the
    activation. If they have a docking bay as well,
    u can put Brangus at the Tattoine Docking Bay,
    to transit your Hunters for free under the shield.
    (If you dont have Mara).

    Try to get out Battle Order, next. If they come
    to you, to get arround it, deal with them the
    usual way. Should they deploy a Forest, go there
    to beat them up.

    Try to monnok away his Ishib Tibs and the Chimes
    to get them and Arconas, this will hinder his
    setup. Use Alter for OTE, and if he is playing
    with capitals, use Set for Stun on Haash.
    You can use it, to keep him under 6-ability for
    Zuckuss, as well.

    If you grab something, dont fall for the mistake
    and grab his retrieval cards, like On the Edge,etc
    when he could have Hyper Escapes which are much
    more important to his strategy.

    MWYHL Start MobPoints, Secret Plans and YCHF for
    Search and Destroy. You could get Resistance out
    first, if you fear AFA, but in the long run you
    need to deal so much damage to him as you can,
    before he gets through his tests and can get the
    six or seven on top for mega-retrieval.
    If you are in this stage, there isnt much you can
    do, except to grab his On the Edges/off the Edges
    and battle, hope for the best.

    Use Lat.Damage on the Falcon and Set for Stun to
    kill Han or Lando, so he cannot use one of his
    destiny adders.

    TIGIH Start with MobPoints, YCHF for S&D and
    Battle Order to prevent early drains.

    You may want to get to Endor, as soon as he has
    spread out to drain. Dont spread to thin yourself,
    though. Try to keep away from the landing platform, you risk Fallen Portal. Should he play
    with Speeders, try to group your characters at
    the Hut, he cannot get there with his combat
    vehicles. As always, occupy three battlegrounds
    to get by Honor. Use Set for Stun for any bad dudes and for spies as well, just like Bubo.

    As with any Battle Deck, use Operational as planned to prevent the Frozen Assets/DTF - combo.

    RST Start with MobPoints, YCHF and Oppressive
    Enforcement. You can sack YCHF to get Battle Order, if he is deploying rather fast, or if you
    feel in control, to get S&D . Bubo is cool here,
    too. He is a bad SCOUTMUNCHA Dont try to get
    to him too early, since he will be massing at
    the Landing Site early on and make u pay .

    If he gets the System out, try to kill his Z95s
    to prevent Close Air Support.

    Use 4LOm on General Solos gt, if he is not needed
    with Zuckuss and try to capture him and Midget,
    they are the key to his deck.

    If they play with Insertion Planning, you should
    grab it, because with it, it will be a hard match.

    Beware the Daughter and I know
    (He can get Daughter + Anis Stick with the
    Interrupt.)

    HB Start with MobPoints, YCHF (to get Sec.Pre-
    cautions or S&D later on, if you draw one of them)

    Try not to ditch YCHF too early, first make sure,
    he is not playing with screws. An indicatior that
    he doesnt, surely is the Strike Planning/Squassin-
    combo. Start with Secret plans if you suspect
    a retrieval heavy variant - Alderaan and Tattoine
    are indicators for OMDH. If you have three BGs
    occupied and Resistance out, you can sack it.

    If he plays fake HB with Mains Beatdown, use
    your usual gameplan.
    Use Set for Stun mainly on his pilots alone at
    a system, to prevent the forcedrain for one round.


    End -----

    I really hope you like the new version.
    As always i am open to comments.
    Please dont rate me low, because you feel there
    are any loopholes or anything, before that, ask
    me how i deal without the certain card/cards you
    expected.

    Oh, if u feel this deck is a " misused version
    of a unorignal pile", or something, DONt rate
    this Deck

    Youre supposed to give me pointers on how to
    improve my deck, not just vent your anger /
    frustration

    Also, dont rate this deck bad, because you feel
    the strat, section, or anything is too long.

    Mind yu, i really worked hard on that one

    Thanks alot

    Black Leader '

Terms of Service, TM, and ©2002 www.decktech.net. All Rights Reserved.