DeckTech.net
Home
 Card Games?
About DeckTech
FAQ
DPC
Star Wars CCG
Home
  About the Game
Decks
Tournament Reports
CCGs
MagiNation Duel
Lord of the Rings Card Game
Star Wars Customizable Card Game
Star Wars Trading Card Game
Star Trek Customizable Card Game
 
Court Of The Vile Gangster

    Deck ID: 2242

    Author: Chris "CJ" Young

    Title: Court Of The Vile Gangster

    Side: Dark

    Date Published: 2000-01-10

    Description:
    This is a very preliminary version of aScum and Villainy deck built around thenew EJP objective, Court Of the VileGangster.

    Rating:
    4.0

    Cards:

    'OBJECTIVE(1)
    Court Of The Vile Gangster

    LOCATIONS(10)
    Tatooine x2
    JP Audience Chamber
    JP Dungeon
    TGreat Pit of Carkoon
    T Tusken Canyon
    T Mos Eisley
    T Junland Wastes
    T Lars' Moisture Farm
    T Cantina

    CHARACTERS(18)
    ECC 4-LOM x2
    ECC IG-88 x2
    EPP Boba Fett
    Boelo
    Bane Malar
    Brangus Glee
    Djas Puhr
    Danz Borin
    Dr Evazan
    Jabba The Hutt x2
    Mara Jade x2
    Outer Rim Scout x2
    Zuckuss

    STARSHIPS(5)
    Boba Fett in Slave 1
    Bossk in Hound's Tooth
    Dengar in Punishing One
    Jabba's Space Cruiser
    Mist Hunter

    INTERRUPTS(16)
    Control x3
    Ghhhk
    Imperial Barrier
    Main Course x2
    Masterful Move
    None Shall Pass x2
    Shocking Revelation
    Torture x2
    Twi'lek Advisor x3 (Starting Interrupt)

    EFFECTS(9)
    Bad Feeling Have I (Starting Effect)
    Battle Order (Starting Effect)
    First Strike
    Presence of the Force
    Secret Plans
    Security Precautions (Starting Effect)
    Scum and Villainy x2
    Tatooine Occupation

    '

    Strategy: '

    Ooops, I left out Mara Jade's Lightsaber.
    I only realized that when I submitted the
    deck. There should be one.

    As indicated already, the starting effects are
    Bad Feeling Have I (against Mains), Security
    Precautions (against Hidden Base), and Battle
    Order (against Ops).

    For those who do not know what the new Objective
    does, here is the front side
    Court Of The Vile Gangster
    Deploy Audience Chamber, Great Pit Of Carkoon and
    Dungeon.
    While this side up, once during each of your deploy
    phases, may deploy one docking Bay, or independent
    starship from Reserve Deck; reshuffle. Bounty
    Hunters are forfeit +2 and immune to Goo-Nee Tay.
    You may not play Scanning Crew. Each player loses
    1 Force at end of each of their deploy phases unless
    that player has a non-droid character at a Tatooine
    battleground site.
    Flip this card if you nhave two captives (or a captive
    of ability greater than two) at any Jabba's Palace site.

    I did not write out the other side because this deck
    does not plan to flip. If you want to know the other
    side visit the Decipher website.

    It is obvious that the benefits on the Front side
    of the objective are huge. Force generation on
    turn one is five (possibly more). You can pull
    independent starships out of your reserve deck,
    your bounty hunters are forfeit +2 and sre immune
    to Goo Nee Tay. There is also a mini Visage. This
    is huge in the early game. This deck can deploy
    an ability 4 alien on turn one easily from the RD
    with Audience Chamber text. This especially huge
    against non interactive decks.

    There are plenty of good force drain locations in
    the deck (TC, JW,LMF,Cantina). Presence is to
    enhance drains and Tatooine Occupation is to cause
    force loss.

    The characters in this deck can really lay the smack
    down. With plenty of destinies and with Mara
    Jade's Lightsaber and the doc, this can really crush
    the light side.

    The ships are really good. They can be pulled out
    by the objective. You can get out all your ships
    really easily and quickly. This is really important
    against Hidden Base for a quick probe.

    The interrupts are very important to the deck. None
    Shall Pass and Imperial Barrier forms the defence
    against Mains. Control can be used to cancel drains
    or most importantly, cancel Sense and Alters. Sense
    and Alters are a huge threat against this deck.
    Main Course is huge. The LOST bit is so underestimated.
    This can really kick your opponent. Torture is
    my protection against numbers.

    Scum and villainy forms the basis of the deck.
    Combined with First Strike, this is just lethal.
    I'm retrieving 3 Force a turn and he's losing 1
    Force. Tatooine Occupation will make him lose
    even more force. And Secret Plans will cripple
    any Force Retrieval.

    This is how this plays against light decks
    MAINS
    This is all about battling. Retrieve some force
    and cause some damage. The abilty to cancel game
    text with 4-LOM and extra battle destinies will
    help win the game. Tatooine Occupation and
    the excellent Force Drain capability will also help.

    HB
    Set up drains and Tat. Occupation. Retrieve some Force
    and quickly probe.

    OPS
    Battle, battle,battle. Stop him from flipping.
    Retrieve force when you battle. Try to retrieve
    Controls to cancel drains.

    QMC
    This is all about occupying BespinCloud City. If
    you do this, you should win.

    These are the main decks I see. I have tested this
    a few times with proxies (the EJP cards) and it has
    worked well.
    There are some cards I think that could be in here.
    They are Jodo, No Bargain, Shut Him Up Or Shut
    Him Down, Bubo and some of the new bounty hunter
    ships.
    Feedback is greatly appreciated. Please
    give me some suggestions that will improve the deck.
    I will be making a version 2 when I get some feedback.

    '

Terms of Service, TM, and ©2002 www.decktech.net. All Rights Reserved.