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
 
Phillip’s MKOS

    Deck ID: 12921

    Author: Phillip "Karrdeshark" Aasen

    Title: Phillip’s MKOS

    Side: Dark

    Date Published: 2001-01-15

    Description:
    This deck is undefeated in tournament play. Really gets under the opponents skin with its uncancelable of the top of the reserve deck drains.

    Rating:
    4.0

    Cards:

    'Objectives1
    MKOS/FAI

    Characters24
    Jabba the Hutt x2
    Arica
    Boba Fett w/gun
    Dengar w/gun
    IG-88 w/gun
    Dr. Evazan& Ponda Baba
    Snoova
    Bib Fortuna
    Myo x3 (Rep)
    Abyssin x10
    Gailid x2
    Mosep

    Starships4
    Zuckuss in ship
    Bossk in Ship
    Dengar in ship
    IG-88 in ship

    Weapons2
    Maras Stick
    Vibro-Axe

    Effects11
    Scum and Villainy
    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
    Twilek Advisor x3
    Prepared Defences (start)

    Locations5
    Tat Desert Heart (start)
    Tat Jabbas Palace (start)
    JP Audience Chamber
    JP Lower Passages
    JP Entrance Cavern
    '

    Strategy: '

    I have played this deck and it whips serious buttocks. Now, here’s the strat. First turn, go
    get Hutt Influence and Audience Chamber using Power of Hutt and Tat JP. If you have
    any Twi’lek Advisors, this is the order you will find your effects S & V, Den of Thieves,
    No Bargain, Reactor Teminal. Don’t use the AC’s game-text until your second or third
    turn, so that you don’t search for a Jabba and then draw one. You don’t want to flip until
    you have at least one of the "enforcers", Snoova, Boba Fett, Arica in your hand. Ideally,
    after three or four turns, your set-up should look like this Tat DH, nobody, Tat JP, one
    Enforcer and an Abyssin, JP EC, Bib and one Abyssin, JP AC, Jabba, Gailid, Mosep,
    Myo, JP LP, Dr. Evazan/Ponda Baba and one Abyssin. Don’t deploy Iggy or Dengar until
    you are sure you won’t need them in space. Keep to your own ground, except in space,
    and only deploy Enforcers when they try to battle you in Jabba’s Palace. Your drains will
    be uncancelable (Hutt Influence) and at the AC, Lower Passages and Entrance Cavern,
    you will be draining them for five off the top of their reserve deck and they cannot cancel
    it. Ha Ha Every time you initiate battle you retrieve 3 force and they lose one. If they
    overpower you, cancel it with a Projective Telepathy or, if you are using an Abyssin to
    fight, regenerate him and Ghhhk away the damage. By your sixth turn you will have
    canceled quite a few drains with your seemingly endless stock of Abyssins in your Den of
    Thieves. Deploy all of them+ one or two enforcers to a sight where the opponent is weak
    and the resulting battle damage is astronomical. I can’t really explain anymore about this
    deck. You just have to play it. Enjoy
    '

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