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Court of the Vile Hunters

    Deck ID: 16751

    Author: Paul "Ultima 1" Merrian

    Title: Court of the Vile Hunters

    Side: Dark

    Date Published: 2001-06-15

    Description:
    A COTVG deck with a lot of hunters and plenty of capturing tech.

    Rating:
    3.5

    Cards:

    'Starting (8)

    Court Of The Vile Gangster/I Shall Enjoy Watching You Die

    Jabba’s Palace Audience Chamber

    Jabba’s Palace Dungeon

    Tatooine Great Pit Of Carkoon

    Prepared Defenses

    All Wrapped Up

    First Strike

    Power Of The Hutt


    Characters (21)

    4-LOM With Concussion Rifle

    Aurra Sing

    Bane Malar

    Boba Fett

    Boelo

    Chall Bekan

    Dr. Evazan & Ponda Baba

    Ephant Mon

    Feltipern Trevagg

    Gela Yeens

    Lathe

    Guri

    IG-88 With Riot Gun

    Jabba

    Jodo Kast

    Kithaba

    Lyn Me

    Mara Jade, The Emperor’s Hand

    Prince Xizor

    Snoova

    U-3PO


    Devices (3)

    Binders x2

    Mandalorian Armor


    Effects (8)

    Bounty x3

    Hutt Bounty

    Jabba’s Influence

    Quietly Observing

    Scum And Villainy

    Tatooine Occupation


    Interrupts (5)

    Hidden Weapons x3

    Twi’lek Advisor x2


    Podracers (1)

    Teemto’s Racer


    Locations (4)

    Tatooine

    Tatooine Cantina

    Tatooine Docking Bay 94

    Tatooine Mos Eisley


    Starships (6)

    Bossk In Hound’s Tooth

    Dengar In Punishing One

    Jabba’s Space Cruiser

    Stinger

    Virago

    Zuckuss In Mist Hunter


    Weapons (4)

    Dr. Evazan’s Sawed-off Blaster

    Feltipern Trevagg’s Stun Rifle

    Mara Jade’s Lightsaber

    Vibro-Ax

    '

    Strategy: '

    This is simply a standard bounty hunting capture deck. Use the binders either as a tracked 6 destiny or to maximize the amount of capturing you can do. The Hutt Bounty is mainly for use against Han, because if you have Boba capture him, you can retrieve his forfeit +11, a game changing retrieval for sure. The other bounties are for minor retrievals and make it easier to capture other characters. I would normally put Ephant at the Audience chamber with Jabba for his boost, but I will sometimes put him at the Dungeon to prevent the release of captives. Capture and imprison as many characters as possible. After all, it is harder for your opponent to get captives back than it is to retrieve lost cards.


    Matchups

    Profit- Put Mara and Jabba at the A.C., then pull Ephant and Mara’s saber before activating and deploy Ephant there with them. This allows you to bring a sizable defense force into play and limit your opponents chances to release Han.

    WYS- Put Gela on the ground to take advantage of his power +2 against smugglers. Try to get Mandalorian armor on him as well. This would make your opponent have to have a total destiny of 7 to hit him.

    Mains and QMC- Take the battle to your opponent then just docking bay transit back with captives. Pull the docking bay first turn.

    Space- a tough matchup. Even with all six of your ships, you probably will be unable to maintain control of Tatooine. Make the most of your ships’ abilities to do as well you possibly can. Get Mara to the Cantina ASAP in order to drain your opponent for 3 a turn.

    '

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