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Know Your Enemy

    Deck ID: 13438

    Author: Andy "RexBanner7" Klema

    Title: Know Your Enemy

    Side: Dark

    Date Published: 2001-02-06

    Description:
    More RATM song titles. It’s a MKOS deck, non-swarm so don’t tell me to add Abyssins. Similar to Stimmed Jim’s, but built before it, so please don’t knock me for originality. Undefeated in tournament play and in playtesting.

    Rating:
    4.5

    Cards:

    'Starting

    Jabba’s Palace

    Tatooine Desert Heart

    Prepared Defenses

    There Is No Try/Oppressive Enforcement

    No Bargain

    Power of the Hutt

    MKOS


    Locations

    Jabba’s Palace Audience Chamber

    JP Lower Passages


    Starships

    Boba in Ship

    Bossk in Ship

    Zuckuss in Ship


    Creatures

    Bubo


    Characters

    Abyssin x2

    Ephant Mon

    Myo x3

    Dr E

    Mighty Jabba

    Galid

    Jabba

    Boelo

    Chall Bekan

    Bib Fortuna

    Dannick Jerriko

    Dengar with Gun

    4-LOM with Gun

    EPP Fett

    Guri

    Iggy with Gun

    Mara Jade

    Prince Xizor

    Snoova


    Effects

    Search and Destroy

    Grabber x2

    Resistance

    Disarmed

    Scum x2

    Sandwhirl

    Hutt Influence

    First Strike


    Interrupts

    Imperial Barrier x2

    Hutt Smooch

    Masterful Move

    Ghhhk

    Projective Telepathy x2

    Abyssin Ornament

    None Shall Pass

    Jabba’s Through With You

    Elis Helrot

    Sniper/Dark Strike

    Twi’lek Advisor


    Weapons

    Mara’s Saber

    '

    Strategy: '

    **That should be None Shall Pass x2. My fault.**


    Classic MKOS. Retrieve, battle (not necessarily in that order), and have huge destinies. The game text on the flip side of MKOS is huge, especially when you can draw multiple destinies. You flip with one of your two Abyssins (easy to get because of Ornament and Chall Bekan) and then use Myo to block drains or destinies, battle with him, and send him to the used pile. That’s why Abyssins are the best species for this. Then you pull out all your JP sites and set up Galid + Search and Destroy. That’s amazing damage, and your opponent will have trouble stopping it thanks to No Bargain, None Shall Pass, Barriers, Projective Telepathy, etc. Some particular choices


    Sniper/Dark Strike More versatile than the original, despite the lower destiny. Great for setting up beatdown, acting as Dr E, or getting rid of undercover spies. Hutt Smooch is in there for the same reason.


    Elis Helrot One is enough, and I wouldn’t waste a card slot on IAO. Insurrection is too popular to play more than one, but it can mean a beating if it gets through.


    Three Ships? It’s all you need. This kills EBO and Hidden Base because of Hutt Influence anyway, but now you can retreive and clear systems because of the destinies.


    Jabba’s Through With You Adds a destiny for firing a weapon. You’ll do that a lot.


    No Vibro-Ax? Honestly, I want to, but I can’t find the room. If you want me to put one in, tell me what to take out.


    Sandwhirl Mad tech for making mains go missing. Any mains deck that can’t get into the Palace will try to set up the drain of 2. Sandwhirl stops that.


    Baby Jabba Immune to Alter he makes Scum. That is key. Getting Scum Alter’d sucks.


    Low Activation? NO Everything in here goes dirt cheap. And no 0s floating in the deck. That’s a good thing.


    Deckmatchups you can figure out on your own. I trust you. If you have any questions, d-mail me, I’ll be happy to hear them. Good luck.

    '

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