Deck ID: 12843
Author: Phillip "Karrdeshark" Aasen
Title: My kind of Abyssin v2 0
Side: Dark
Date Published: 2001-01-13
Description:
This deck retrieves and drains, retrieves and drains, retrieves and drains. Oh, BTW, this deck retrieves and drains. (the drains are uncancelable)
Rating:
3.5
Cards:
'Objectives1
MKOS/FAI
Characters24
Jabba the Hutt
Mighty Jabba
Mara Jade, TEH
Boba Fett w/gun
Dengar w/gun
IG-88 w/gun
Dr. Evazan& Ponda Baba
Snoova
Bib Fortuna
Myo x3 (Rep)
Abyssin x10
Gailid
Mosep
Starships4
Zuckuss in ship
Bossk in Ship
Dengar in ship
IG-88 in ship
Weapons2
Mara’s Stick
Vibro-Axe
Effects11
Scum and Villainy
There’ll be Hell to Pay
Power of the Hutt (start)
YCHF (start against non-SAC decks)
There Is No Try/Oppressive Enforcment (start against SAC decks)
First Strike (start)
Reactor Terminal
No Bargain
Well Guarded (start)
Hutt Influence
Den of Thieves
Interrupts13
Ghhhk x2
None Shall Pass x2
Projective Telepathy x2
Abyssin Ornament x3
Twi’lek Advisor x3
Prepared Defences (start)
Locations5
Tat Desert Heart (start)
Tat Jabba’s Palace (start)
JP Audience Chamber
JP Lower Passages
JP Entrance Cavern '
Strategy: '
I have played this deck and I know it works
because its 15 and 0 against 15 four star
It’s pretty simple to play and doesnt require
too much difficult destiny tracking until later
in the game. Your goal is to drain/battle
them out without being too dependant on
either one. I use a very nice little machine
that my friend Josk Gatrez cooked up for
me that helps me battle better. What you
do is get out S and V ASAP and start
deploying your Bounty Hunters and
Jabba/Gailid and Mosep/Bib Fortuna. Save
the Abyssins for canceling drain, Den of
Thieves, and later in the game, fining there
weakest ground point and deploying six
Abyssin for one force each and mutilating
them. Now back to the machine. It
combines these five cards Projectives
Telepathy, S and V, First Strike, Abyssins
and Ghhhk. What you do is deploy
something to a place that the opponent has
presence, on the ground, deploy an
Abyssin and initiate battle. You retrieve
three force do to S and V/First strike and
they lose one force. You then can either
cancel the battle with a Pro. Tel. or
continue, lose the Abyssin and regenerate
him and Ghhhk away the rest of the battle
damage. You can also do this in space
even against an X-wing swarm. Deploy
Dengar, Bossk and IG-88 in their ships at
different places. Put Bossk at there
weakest point along with one other ship
and deploy dengar or IG by themselves.
Fight with Bossk and co. and Cancel the
Battle with Dengar, then move them all
together and they wont be able to knock
you down. Repeat as necessary. Some
people may think I have low activation but I
dont really. Thanks to Jabba himself I
activate 1 force every time I drain with an
alien so drain even if your draining for
nothing. Thanks to No Bargain and None
Shall Pass anyone who attempts to invade
will have a bear of a time trying to keep
their people alive. I can swarm them with
abyssins from the Den of Thieves and
unless (1) they have the system on table (I
dont put it in the deck) or (2) they are
playing Nabrun Leids they cant run and
they cant hide. You will try to have flipped
by your third turn which should be no
problem. I have Reactor Terminal so you
can recycle all those lovely high destinys
(the average red card destiny in this deck is
a four). Dont do much battling until your
deck is down to about 18-20 cards with
about 50% five destinies and clump them
together using Reactor Terminal and track
them so those nice little X-wings can
swarm only to find themselves facing 12+
attrition with no ammunity.
Hutt influence will cut any
nonsense about canceling my drains
because I just match one Abyssin w/ one
Bounty Hunter and they cannot stop me.
Ive got to go now but I will add anything I
think of later ASAP. Thanks for taking the
time to read this.
'