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Court Of The Vile Miyooom

    Deck ID: 12367

    Author: Michael "MadSkills84" Pistone

    Title: Court Of The Vile Miyooom

    Side: Dark

    Date Published: 2000-12-17

    Description:
    This deck is basically your normal court deck, but it uses Miyooom to crush your opponenet if they are playing mains. It is very cool.

    Rating:
    4.0

    Cards:

    'Dark Deck

    Starting
    Court Of The Vile Gangster/I Shall Enjoy Watching You Die
    Tatooine Great Pit Of Carkoon
    Jabba’s Palace Dungeon
    Jabba’s Palace Audience Chamber
    Prepared Defenses
    Oppressive Enforcement
    Mobilization Points
    No Bargain

    Locations
    Carida
    Death Star 2 Docking Bay
    Spaceport Docking Bay
    Tatooine Cantina
    Tatooine Jabba’s Palace

    Characters
    3x M’iiyoom Onith
    2x Mara Jade, The Emperor’s Hand
    2x Jabba The Hutt
    2x Mosep
    Chall Bekan
    Cloud City Engineer
    Outer Rim Scout
    Galid
    Dr. Evazan
    Boelo
    Djas Puhr
    Boba Fett With Blaster Rifle
    4-Lom With Concussion Rifle
    IG-88 With Riot Gun

    Weapons
    Mara Jade Lightsaber

    Starship
    Bossk In Hound’s Tooth
    Zuckuss In Mist Hunter

    Creatures
    Sarlaac

    Interrupts
    3x None Shall Pass
    Imperial Barrier
    3x Twi’Lek Advisor
    2x Masterful Move
    2x Monnok
    Ghhhk

    Effects
    2x There’ll Be Hell To Pay
    Presence Of The Force
    2x Scum And Villainy
    Resistance
    Ability Ability Ability
    There Is No Try
    Hutt Influence
    Search Destroy
    Secret Plans
    Blast Door Controls
    '

    Strategy: '

    This deck is very good but had a bad track record cuz of odd matchups and the fact that I did play a few games with it poorly, but it still might be something worth trying. At Boxborough this deck went 1 and 2 beating a MWHYL Mains deck against a (2000+) rated player and losing to two freaky Elom decks. If you fear Elom decks, then you might not want to play it but considering Elom decks are not the biggest thing you might want to consider this deck.

    Here’s why I chose some of the cards I did
    Most of these cards make sense, if you don’t know why I’m playing something give me a D-Mail and i’ll add info about it to my Strat. section, until then these are the cards I think you might not know why I’m using them

    Jabba The Hutt-He allows me to activate where I drain to help enhance the power of M’iiyooom

    Resistance-Well that’s my numbers killer and also helps against EBO which could be a problematic matchup

    Blast Door Controls-Kills Profit by canceling Rebel Barrier and Narrow Escape

    Here’s the basic strategy
    Hopefully you get a M’iyooom in your opening hand, if not I prefer not deploying him with the jpac text but rather searching for docking bays and checking to see if you might have him in your force pile and drawing to get him. I like to pull Jabba the Hutt to get better activation going faster and because he is a very powerful character when combined with most of the bounty hunters. I set up a drain, scan away their hand, if they are unfortunate enough to be playing mains and can’t get people down I set up Ability Ability Ability and Search Destroy to eat away at them and lead to the end of the game quickly.

    Here’s some matchups
    Problem matchups
    Squadron Assignments decks can give this a run for it’s money, but you can always set up search destroy and drain to begin overtaking them. Remember you can deploy your bounty hunter ships from reserve deck so try to make the most of them. Resistance will also help against the EBO variant of this deck.
    Swarm Decks are also rather effective, if you fear these you may want to add another Monnok.
    The hardest matchup this deck faces is against an AITC swarm deck because you can’t M’iyooom them, No Bargain doesn’t effect them, None Shall Pass doesn’t work, Search Destroy doesn’t work and neither does Ability Ability Ability most likely, but AITC is not really a popular deck type so you should do fine.

    Here’s some good matchups
    Any mains deck. I decided to use this because I felt that basically the only light deck that I would see would be main decks, and it was true the tournament was 80 percent mains decks for light. I only played one but that’s ok. Against mains here’s what you can do. Set up M’iyooom and start scanning. You may feel they may hurt M’iyooom early game. Always put M’iyooom at the JPDungeon so they need a spy to deploy there. If they deploy a spy there it will cost them plus two because of No Bargain and if you have a None Shall Pass in your hand, that spy goes back to their hand only to be scanned away by M’iyooom next turn. The setup of your sites when you start should be tat pit of carkoon, JpAC, Jp Dungeon so if they want to deploy a main and move to the Dungeon to kill M’iyooom all in one turn it will cost +2 to the JPAC and you may be able to None Shall Pass him and scan him away next turn. If you do all this and keep a minimum amount of characters on the table which is very possible, you can set up Search Destroy, Ability Ability, Drains, and Court Damage to eat away at them.

    It’s a really cool deck, you should give it a try.

    Thanks
    Mike
    '

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