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Scouts of Doom

    Deck ID: 14996

    Author: John "Crash Beedo" Arendt

    Title: Scouts of Doom

    Side: Light

    Date Published: 2001-04-03

    Description:
    TIGIH. You’ve all seen it. This one won Colorado States.

    Rating:
    4.5

    Cards:

    'There is Good in Him


    Chirpa’s Hut

    Endor DB

    Spaceport DB

    Back Door

    Home One DB


    Red Leader

    Gold Leader

    Claw x 2

    Luke’s Lightsaber


    Luke Rebel Scout

    Luke Jedi Knight

    General Solo

    General Madine

    Chewie of K

    Chewie Protector

    Wuta

    Wicket

    Sgt Brooks Carlson

    Lt. Blunt

    Col. Crackhead

    Corp. Midge

    Orrimaarko

    Corran Horn

    Lando w Axe

    EPP Han

    EPP Leia

    EPP Obi Wan x 2

    Yoxgit


    I Feel the Conflict

    Staging Areas

    Insurrection

    Strike Planning

    Wise Advice Combo

    YISYW

    Bacta Tank

    I Hope She’s Alright


    Insertion Planning x 4

    Double Agent x 3

    Throw Me Another Charge

    Under Attack

    Fallen Portal x 2

    Rebel Leadership x 2

    Yoda Stew x 2

    Yoda Stew Combo

    Lost in the Wilderness

    Surprise Assault

    Courage of a Skywalker

    The Signal

    Heading for the Medical Frigate

    '

    Strategy: '

    Lots of other people have put in the time and energy to describe how to play TIGIH Scouts. I refer you to the many excellent strategy sections out there to get your foundational knowledge of the archetype. This version isnt really that different.


    Here are some explanations of card choices


    Double Agent - the card is great. The deck uses quite a few spies (especially Blunt and Crack who get pulled from the reserve). Hmmm... why are spies good? Well, they kill Visage dead dead dead, they let you beatdown on force generators abusing the 0/1 DBs, and they act as security for Crix hanging out at Home One (ie, Double Agent lets you pop Mara immediately).


    Yoda Stew - Scout generation is either feast or famine - either they don’t pick up Luke, and you have more force than you know what to do with, or they do pick him up, and you get choked. The stew helps with that, it also provides the opportunity for the first turn beats (especially when you get crap that you can pull anyway in your opening hand). Finally, saves you from a lost Monnok and lets your draw a little fat when they dont have the force saved, putting doubles back after they activate one.


    Under Attack - the Sail Barge is very popular, and MKOS with the non-uniques is one of the harder matchups for Scouts. Sometimes you even get to use this on a Walker.


    Landing Claws - the popular theory has been to use Edge retrieval in high destiny scouts to stay on top of the space drains, I felt the Claws (with Yoxgit, the Claw-maker) were more secure.


    Rebel Leadership - with two Generals and high destiny, it seemed a no-brainer to help win battles.


    Spaceport DB - plop this right outside Jabba’s Place (in between the Palace and the Desert) to give you easy access vs MKOS and avoid No Bargain-None Shall Pass. Brooks Carlson helps a lot here, too (freaky landspeed = 2, free movement).


    Thats pretty much it - Scouts is a fun deck, it seems advantaged against Hunt Down, BHBM, decks with unique bounty hunters, that kind of stuff - it has a harder time with TIEs and non-uniques, but it comes out very fast.


    There are plenty of holes with Scouts - like, Choke Vader w Saber and his good buddy Dr Evazan or the Dark Strike-Sniper combo are pretty much the Apocalypse for Scouts - but which deck doesnt have a good counter strategy? '

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