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The Best Kind of Scum

    Deck ID: 15033

    Author: Dennis "Denethor" Jeffris

    Title: The Best Kind of Scum

    Side: Dark

    Date Published: 2001-04-04

    Description:
    Here is my first Court deck. Please, contructive criticism. Thanks.

    Rating:
    4.0

    Cards:

    'Starting (8)


    Court of the Vile Gangster/Luke is good tasting

    Great Pit of Carkoon

    Audience Chamber

    Dungeon

    Prepared Defenses

    No Bargain

    You Cannot Hide Forever

    All Wrapped Up


    Locations (4)


    Lars’ Moisture Farm

    Cantina

    Jundland Wastes

    Rancor Pit


    Starships (5)


    Stinger

    Virago

    Zuckuss in Mist Hunter

    Dengar in Punishing One

    Bossk in Hound’s Tooth


    Characters (14)


    Bib Fortuna

    Boelo

    Ephant Mon

    Dengar w/ Carbine

    Boba w/ Rifle

    IG-88 w/ Rifle

    4-LOM w/ Rifle

    Guri

    Prince Xizor

    Jodo Kast

    Djas Puhr

    Dr Evazan + Ponda Baba

    Bane Malar

    Snoova


    Weapons (1)


    Vibro-Ax


    Creatures (1)


    Rancor


    Interrupts (18)


    Hidden Weapons x2

    None Shall Pass x2

    Trap Door x2

    Elis Helrot x2

    Imperial Barrier x2

    Imbalance

    Ommni Box + It’s Worse

    Defensive Fire + Hutt Smootch

    Oh, Switch Off

    Jabba’s Through With You

    Twi’Lek Advisor x2

    Double Back


    Effects (8)


    Search And Destroy

    First Strike

    Scum And Villany x2

    Secret Plans

    Hutt Bounty

    Expand The Empire

    Blast Door Controls '

    Strategy: '

    ***NOTE I don’t like Power of the Hutt. I don’t have it, but I don’t think it would be very useful in my deck anyway. I don’t think Jabba is that useful in here either. Mighty Jabba and Power of the Hutt are restricted in Tourney play anyways. Also, I don’t have Mara Jade... anyone wanna trade me one?***


    ***edit - MAKE SURE you deploy Dungeon in front of Audience Chamber so you can retrieve 2 force first***



    Here is my first Court deck. I’ve played it a few times and revised it a few times. Start with those cards above, and if it’s obvious he’s not playing numbers, go ahead and look for Search and Destroy -do this BEFORE activating- (if he’s playing a mains beatdown deck, you might want to keep YCHF in there to use IG-88’s riot gun or Boba’s Rifle, as his Jedi are defense -1).


    If s/he’s playing a space deck, they most likely won’t have much activation for the first turn or 2, so send Zuckuss in Mist Hunter up to a planet. Every turn, continue to send up ships to that same planet that you may think he might need. Usually, I send them in this order (unless they’re in my Force pile) Zuckuss, Bossk, Dengar, Virago/Stinger (depends on hand). You can survive the 1 force loss per turn if you don’t have enough force to get characters to Tatooine. Deploy sites as you get them for activation/drain potential. If your opponent deploys any amount of characters to a site, you most likely will be able to go down and capture 1 or 2 of them, then eat them. Don’t be too worried about losing a character here and there Scum and Villany + First Strike are very useful, as you usually retrieve them. This is why I don’t have more characters in here. The rest in mostly your normal Court strategy, like using None Shall Pass, etc.


    Some card explanations


    Search and Destroy Lure them down to Tatooine so they don’t lose a force EVERY turn.


    Imbalance Thanks to Eric Bailey’s ”Shoebox Cards That Are Actually Good” article, I realized this is one of the best cards in the game. How many decks retrieve Force? Let’s see... all of them?


    Secret Plans Even better when combined with Imbalance. Makes retrieval almost not worth it.


    Hutt Bounty How many Watch Your Step decks are out there? Tons. I even play one. Capture their smugglers (who are forfeit +2 from the objective, and if it’s Wedge Antilles, +4) and reap in the benefits. Especially if it’s Wedge or Han.


    Blast Door Controls Cancels Narrow Escape, which is sometimes used to get out of bounty hunter’s grasps. But more useful, it cancels Rebel Barrier. Die, lone Ralltir Freighter Captain Also cancels Blast The Door Kid which is also sometimes used.


    Ability, Ability, Ability As from what I’ve seen, most light decks don’t play tons of ability cards (except X-Wing swarm EBO decks). Usually, I have lots of my hunters out. Plus, it’s an incentive for them to come and try to fight.


    Expand the Empire Deploy on Audience Chamber or a Force Drain +1 location. Easy way to get aliens or drain for tons (unless they have Menace Fades or Test 1).


    Oh, Switch Off Guri, IG-88, and 4-LOM are 3 of your best characters. They won’t die easily.


    Defensive Fire + Hutt Smootch Easy trackable 2 (for Hidden Weapons) or to capture (then eat) pesky Cracken/Boussh/Blount or whatever else they play.


    Ommni Box + It’s Worse Lots of decks play It Could Be Worse, so make them pay. Or track your 5 destiny and mess up their tracking.


    Double Back A ”just in case” card.



    I realize my Hidden Weapons will either do nothing or hit them. I tried to edit it to help this out a little, but I can’t really find the right cards. Any help would be greatly appreciated. If they’re camping in an interior site on another planet and have Insurrection out, it might be hard, but usually they have their docking bay out. Or you can find room for Cloud City Docking Bay and a Spaceport Docking Bay just in case. I never found it a problem though. '

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