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Court of Binks v 2 0

    Deck ID: 20681

    Author: Will "Bejarid" Wright

    Title: Court of Binks v 2 0

    Side: Light

    Date Published: 2002-01-16

    Description:
    Post-R3 update of the Court of Binks. Same old tricks, plus a few new ones.

    Rating:
    4.0

    Cards:

    'START (10)


    An Unusual Amount Of Fear

    Agents In The Court/No Love For The Empire

    Jar Jar Binks (Rep)

    Tatooine Hutt Canyon

    Tatooine Jabba’s Palace

    Podrace Prep

    Brisky Morning Munchen

    Boonta Eve Podrace

    Tatooine Podrace Arena

    Anakin’s Podracer


    CHARACTERS (12)


    Ben Kenobi

    Captain Panaka

    Daughter Of Skywalker

    Gungan Warrior x4

    Jar Jar Binks

    Lando Calrissian, Scoundrel

    Luke Skywalker, Rebel Scout

    Padme Naberrie

    Qui-Gon Jinn


    DEVICES (2)


    Obi-Wan’s Journal

    Portable Scanner


    EFFECTS (11)


    Armament Dismantled

    Bacta Tank

    Bargaining Table

    I Must Be Allowed To Speak

    Lightsaber Proficiency

    Meditation

    Reflection

    Secure Route

    Traffic Control

    Yoda’s Gimer Stick

    Your Insight Serves You Well/Staging Areas


    INTERRUPTS (15)


    Away Put Your Weapon

    Blaster Deflection

    Control/Tunnel Vision x2

    Gambler’s Luck

    Gift Of The Mentor

    Levitation

    Mindful Of The Future

    Nar Shaddaa Wind Chimes x2

    The Signal x2

    Too Close For Comfort

    Transmission Terminated

    Weapon Levitation


    LOCATIONS (2)


    Tatooine Marketplace

    Tatooine Mos Espa Docking Bay


    WEAPONS (8)


    Anakin’s Lightsaber

    Electropole

    Jar Jar’s Electropole

    Lando’s Blaster Rifle

    Luke’s Lightsaber

    Obi-Wan’s Lightsaber

    Panaka’s Blaster

    Qui-Gon Jinn’s Lightsaber


    SHIELDS (2-10)


    A Close Race

    Aim High '

    Strategy: '

    "Another Jar Jar deck, but not straight Gungans?" you say?

    Well, I’ve not yet gotten a box of Theed. However, I probably will post one of those when I get one. Nyah.


    Upon first glance, this is obviously NOT a serious racing deck. It’s basically the same as always - Jar Jar/Munchen abuse. The Podrace is here to provide a simple and quick source of retrieval. If one does lose the race, however, A Close Race absorbs a lot of the damage and Aim High prevents opponent’s retrieval or actions that turn.

    The basics of the deck is to circulate your Binkses through Table, Munchen, No Love For The Empire. I find it best to use Munchen’s gametext to deploy Jar Jar AFTER you have one in hand. That way you can cancel a drain/destiny and still have Binks on table.

    Bargaining Table also helps cancel drains with you Gungan Warriors.

    There’s three Jeedai in the deck to wreak havoc with Hunt Down and/or Let Them Make The First Move. I recommend you deploy Luke after you’ve got I Must Be Allowed To Speak on Jabba’s Palace to give him full immunity on Tatooine and keep him at one of your battlegrounds to flip Their Fire Has Gone Out Of The Universe. Ben is your primary savior in this deck. Stick him with his saber, journal, and Yoda’s stick as well as someone to back him up, say Padme or Panaka - preferrably both. That way you’ve got a swing, a shot and power plus three, a weapon destiny cancelled, and a revival. Forfeit Padme for any damage/attrition and Ben’ll revive her.

    Qui-Gon is your Combat protection. Send him to an interior Theed location with his blade and prevent the Dark Jeedai’s battles and drains. Your Gungan’s can also be helpful on Naboo by deploying cheap against opponent and drawing a destiny with two alone.

    Daughter has her father’s lightsaber now. I still like the benefits from her rifle, but I’ve grown partial to the glowing blade of death once more. Arm her with that, Lightsaber Proficiency, and Reflection and you drain at plus two and retreive one at the same time. If Ben not on table for any reason, Yoda’s stick works just as well on Daughter to hold down the Marketplace for added retreival.

    Jar Jar’s Electropole is a recirculable seven destiny. This can help Lando when he’s blasting people. Scoundrel, his rifle, and Gambler’s Luck is a killer defensive tactic. When defending, Lando retreives one and adds it to his total power, which is already a six. Simply target a character and they’re power minus two. Lando also ADDS one battle destiny, period. Play Gambler’s Luck and you get two more, your choice out of three. This silvery-tongued loner has just cleared a site.


    Questions/comments can be left in your review or sent to my D-mail. '

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