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MKOS mmmm tasty

    Deck ID: 12637

    Author: Tom "Gand" Culpepper

    Title: MKOS mmmm tasty

    Side: Dark

    Date Published: 2001-01-01

    Description:
    all that and an average destiny over 3... what fun

    Rating:
    4.0

    Cards:

    'Start(8)
    MKOS(Myo)
    Well Gaurded
    Power Of The Hutt
    First Strike(varries)
    No Bargin(varries)
    Tat Desert Heat
    Tat JP(varries)
    Prepared Defenses

    Locations(4)
    JP Lower Passages
    JP Audience Chamber
    JP Rancor Pit
    Jabba’s Sail Barge P Deck

    Characters(31)
    Jabba the Hutt(shiny)
    Mighty Jabba
    Bib Fortuna
    Boleo
    Dr. Evazan
    Ree Yees
    Amanaman
    Danik Jerriko
    Dengar w/ Balster
    Boba Fett w/ Blaster
    Bane Malar
    Kithaba (awesome)
    Pote Snitkin
    Klaatu
    Ephant Mon
    Niado Duegad (mmm.. powerful)
    Salatious Crumb(shiny cool guy)
    Galid
    Mercanary Pilot
    Myo x3
    Abbysin x9

    Vehicles (2)
    Jabba’s Sail Barge
    Skiff

    Creature(1)
    Rancor

    Effects(5)
    Den Of Thieves
    Scum And Villany
    No Escape
    Hutt Influence
    Resistance

    Interupts(9)
    Twe’lik Advisor x2
    Trap Door x2
    Abyssin Ornament x2
    None Shall Pass x2
    Point Man '

    Strategy: '

    All ground, obviously... but enough power to hold the ground. All the 0 destiny cards(and most of the 1 destiny cards for that matter) are able to be pulled out of the deck within the first few turns. There is only one lost interupt(all destiny 5) and most of the destinies are 3’s, allowing the weapons to hit all ability 3 characters with ease.
    Mighty Jabba + Bib Fortuna + Boba Fett = 3 destinies, usually amounting to 15(since each is +2) or higher.

    Basic strategy is to hold court and let them come to you since Hutt Influence allows you to ignore any text that would slow or cancel your force drains. Hutt Smooch any spies, then take those captives to see the Rancor. That’ll teach ’em. Strategy is the same vs any deck type that I can think of, you can even let the one-eyed monsters go off Tat to fight while Myo is at the AC. If you feel like you can take out enough of thier forces to only cost you three cards, then any battle is worth fighting as you will retrieve three just for initiating, and they lose one for it too. Just don’t leave a solo myoling out to dry. Later in the game, deploy as many Abyssins as you can (especailly if your opponent has no cards in hand) then retrieve 6-9 with the ornament. '

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