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Wraaaaaarw (Wookies on Tatooine)

    Deck ID: 12608

    Author: Peter "martian" Hall

    Title: Wraaaaaarw (Wookies on Tatooine)

    Side: Light

    Date Published: 2000-12-31

    Description:
    Wookies bring their primitive lifestyle and lots of tech to Jabba’s Palace.

    Rating:
    4.0

    Cards:

    'Start(8)
    Agents in the Court
    Tatooine Hutt Trade Route (Desert)
    Jabba’s Palace Audience Chamber
    Yarna d’al’ Gargan
    HDTMF
    Uh-Oh
    Wise Advice
    Do, or Do Not

    Sites(5)
    Jabba’s Palace Antechamber
    Jabba’s Palace Entrance Cavern
    Tatooine Cantina
    Tatooine Jabba’s Palace
    Tatooine Mos Eisley

    Characters (20)
    Arleil Schous
    B’omarr Monk x2
    Baragwin x2
    Ben Kenobi x2
    Bron Burs
    Chewbacca
    Han With Heavy Blaster Pistol
    Lando With Vibro-Ax
    Master Luke
    Tawass Khaa
    Tessek
    Wookiee x6

    Interrupts (13)
    Effective Repairs
    It’s A Trap x2
    Ke Chu Ke Kukuta? x2
    Nar Shaddaa Wind Chimes
    The Signal x2
    Wookiee Strangle x2
    You Will Take Me To Jabba Now x3

    Effects (8)
    Bargaining Table
    Bo Shuda
    Disarmed x2
    Goo Nee Tay
    Mechanical Failure
    Superficial Damage
    Underworld Contacts

    Weapons n’ Devices (6)
    Disruptor Pistol x2
    Vibro-Ax x2
    Tatooine Utility Belt x2
    '

    Strategy: '

    Not an overly serious deck, just something to try for fun if you’re tired of Chadra-Fans.

    Wookies are tough to play swarm-style because of the high deploy and low ability. So, I elected to throw in various high-ability characters to take care of drawing battle destiny, and use the wookies for Strangling and Vibro-Axing.

    The bulk of the cards in the deck should be self-explanitory, so I’ll limit my explanation to those cards that are not always found, or do not always work in other Agents decks.

    B’omarr Monks - With two 2/1 JP sites, these guys are a must. Strangley absent in many of the Agents decks I see, probably on account of the rise of the docking bay.

    Baragwins - Chamber provides a safe place to stick these guys. Six weapons and devices in the deck, so they earn their keep.

    Bron/Tawass - Extra ability that can be fetched with YWTMTJN.

    The Rebs - Great vs. Scum decks, where Uh-Oh doesn’t help anyway. And they are helpful at non-JP sites vs. other decks. Luke is of course there for the ever-present BHBM. Switch him for Jedi or EPP Luke if you like.

    Ke Chu Ke Kukuta? - You can actually set up a sizeable drain (with Tessek and Monks) using JP sites exclusively. Uh-Oh + a well-timed KCKK? can even the playing field vs. nasty Imps like Vader and Mara.

    Wookie Strangle - Very nifty. Wookies start at power four, and that can theoretically be upped to ten with this deck. Can take out anybody with the right draw, but best used on low-power/ability losers like Evezan, Myo, etc. Nice for UC spies, too.

    Disarmed - Great for getting rid of nasty weapons that do bad things to the low-ability wookies. Also good for making sure that *your* characters don’t get Disarmed during *your* control phase.

    Mechanical Failure - If you can’t Ax ’em or Strangle ’em, Mech Failure ’em.

    Underworld Contacts - Especially easy to pull off with this deck it has nine different kinds of aliens.

    Vibro-Axes/Disruptor Pistols - Four weapons that can remove guys from a battle. Fairly good destiny in this deck, so the Disruptors should be effective. The wookies are capable of excluding most anybody with a good draw. Both work with Inconsequential Losses and the Baragwins.

    Utility Belts - The power +2 makes Strangling and Axing even easier. Also works retrievable with the Baragwins.


    Hope you have fun with it...
    '

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