Deck ID: 18113
Author: Michael "faramir" Dalton
Title: Court ownz WYS
Side: Dark
Date Published: 2001-08-06
Description:
This is the deck all y’all shoulda been playing at Gen Con to wreck WYS instead of janky ties.
Rating:
4.5
Cards:
'Objective (1)
Court Of The Vile Gangster/I Shall Enjoy Watching You Die
Locations (9)
Coruscant Docking Bay
Death Star II Docking Bay
Endor
Executor Docking Bay
Jabba’s Palace Audience Chamber
Jabba’s Palace Dungeon
Kashyyyk
Kessel
Tatooine Great Pit Of Carkoon
Characters (18)
4-LOM With Concussion Rifle x2
Aurra Sing
Boba Fett With Blaster Rifle
Boelo
Danz Borin
Djas Puhr
Dr. Evazan & Ponda Baba
Ephant Mon
Gailid
Guri x2
Jodo Kast
Mara Jade, The Emperor’s Hand
Mighty Jabba x2
Prince Xizor
Snoova
Starships (6)
Bossk In Hound’s Tooth
Dengar In Punishing One
IG-88 In IG-2000
Stinger
Virago
Zuckuss In Mist Hunter
Weapons (2)
Mara Jade’s Lightsaber
Vibro-Ax
Effects (10)
Battle Order
Lateral Damage
Power Of The Hutt
Scum And Villainy x2
There Is No Try & Oppressive Enforcement
There’ll Be Hell To Pay x3
You Cannot Hide Forever
Interrupts (14)
Control & Set For Stun
Elis Helrot x2
Ghhhk & Those Rebels Won’t Escape Us x2
Imperial Barrier x2
Operational As Planned x2
Overload x2
Prepared Defenses
Sniper & Dark Strike
Twi’lek Advisor '
Strategy: '
Joe Pestro can suck it. Played this deck for the 1st time post-Coruscant w/ almost no changes (1 Nemodian Advisor for Endor was the only significant change) and it went 3-0 (2 wins over WYS, 1 on time and a win over QMC). So, I guess the deck still works, no clue how it’d do against senate though, I don’t even know what those cards do yet...
Oh, forgot to mention, this deck is much like a deck I played a year ago which was designed after a deck that Tim Guzman posted here on DeckTech, so props to him.
Currently this deck is 7-0 in tournament play, beating 3 WYS decks played by 3 good players (TJ Holman, Chris Gogolembo and Andy Talaga).
This is how you play the deck
1st you setup in the Audience Chamber (cause losing force to your own objective is lame). Usually its w/ Jabba (who you get w/ the AC text), Boelo and Ephant Mon (who you get w/ Power of the Hutt) however this is optional. Sometimes a 1st turn Mara w/ Stick is a good way to put pressure on your opponent. If you think your opponent lacks characters you can go fetch Gallid to boost the drains a little bit. Usually itll be the above mentioned 3 though. From there you pile guys in the AC, but not the guys who go in space. Clearly Xizor and Guri are to be put on their ships, Danz makes a nice pilot for Zuckuss in MH, and 4-LoM should be held until you know if you need him in space or the ground.
Ideally youll wait for your opponent to deploy to space first, but if need be you can lure them into space by deploying there 1st. Barrier will help here. Once you establish control of a system and a site you just sit there and drain, go do suicide runs to retrieve force and kill your opponents characters or whatnot. Get in a big Elis beatdown if need be.
Why do you play certain cards?
3 grabbers - 3 grabbers is large. Especially against WYS, dont let them play an interrupt more then once. W/ 3 grabbers you can grab just about anything, and still have 1 left.
All these jank bounty hunters - Theyre all forfeit +2 and immune to Goo Nee Tay, which is nice. Jodo cancels that 2nd destiny all those WYS decks are getting. Others draw destiny on their own which makes for a nice hit and run mission.
Operational as Planned - Helps to increase your average destiny a little, can help setup a tracked 0 to overload something, and leaves you a force to Barrier if your opponent has out I Did It.
2 Overloads - X-Wing cannons wreck you, 2 Overloads means youll prolly see 1 by the time you need it.
The Matchups
vs. WYS - you own this deck Between Zuckuss and Guri theyll be drawing 1 destiny at most in space, if they manage to get 7 ability (which they have trouble getting early, and trouble keeping as the fight goes on). You get 7 force 1st trun, which means Jabba and Boelo, although Mara w/ stick is decent if you have a Barrier to back her up with. They will usually deploy to space early, not prepared for the smackdown you can provide w/ multiple destiny draws in space. Once you kick them out of space, Battle Order wrecks.
vs. QMC - again, you own space. Dont even deploy a planet system, just take theirs. Battle Order wrecks w/ their limited activation. Elis might even do you some good as most dont play Insurrection. Theyll play their anti-battle cards but youll be retrieving force and will grab all their retrieval and win.
vs. RST - own space again Battle Order is big. If its boomrace, well, you lose the podrace, but who cares? You should try to prevent them from blowing the bunker however. You have enough guys to go battle, and you keep retrieving them. Ideally Mara can hold the AC (w/ Boelo) for you, freeing other characters to go fight on Endor.
vs. Profit - track your systems (youre searching your reserve deck for docking bays) and get them into play. Drain them there, and fortify the AC. You can draw a ton of destinies on the ground just as you can in space. Start off w/ Jabba and Mara in the AC.
vs. Force Choke/Mains - this is your tough matchup. If you dont get your systems early you wont get much activation and they will come hard to take over the AC. Even if you lose control of the AC, you should drain them in space. If theyre playing heavy Revo you basically get bent over, oh well.
vs. Hidden Base - Court damage + drains is enough. You can put up a nice fight in space, retrieving all the while. Probing should be no problem for you. Make them deploy to space 1st, then try to put on a beatdown. Battle Order comes out once you get a foothold in space, if they come to the ground you Elis and beat them around. If theyre playing Insurrection make sure you hold enough ground power to fight whatever they put down (usually Luke/Qui-Gon).
There you have it. This deck wins, but more importantly, its fun to play. The Camp really doesnt do much to this type of scum deck, +1 deploy isnt a big deal, and its rarely seen. Dunno how itll need to be adapted for Coruscant play, havent looked at the new cards, but Ill work on that later. - Mike D. '