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Jabba s Court v 1 5

    Deck ID: 2303

    Author: Blake "Zurai" Senn

    Title: Jabba s Court v 1 5

    Side: Dark

    Date Published: 2000-01-14

    Description:
    Court of the Vile gangster, with capturing and the Rancor for removal.

    Rating:
    3.5

    Cards:

    '
    Objective
    Court of the Vile Gangster

    Locations
    Jabba's Palace Dungeon
    Jabba's Palace Audience Chamber
    Tatooine Great Pit of Carkoon
    Tatooine
    Tatooine Krayt Dragon Pass
    Jabba's Palace Rancor Pit
    Tatooine Cantina
    Tatooine Lars' Moisture Farm

    Characters
    Jabba the Hutt x2
    Chall Bekan
    Mara Jade, The Emeperor's Hand
    Kithaba
    Myo
    Jodo Kast
    Boba Fett (CC) x2
    Dengar w/ Blaster Carbine
    Zuckuss
    Djas Puhr
    Bane Malar
    Abyssin x6
    IG-88 w/ Riot Gun
    4-LOM w/ Concussion Rifle

    Starships
    Bossk in Hound's Tooth
    Zuckuss in Mist Hunter
    Boba Fett in Slave 1
    Jabba's Space Cruiser

    Weapons
    Mara Jade's Lightsaber
    Feltipern Trevagg's Stun Rifle

    Creature
    Rancor

    Effects
    Den of Thieves
    Reactor Terminal
    Search and Destroy
    Death Mark
    Oppressive Enforcement
    All Wrapped Up
    Secret Plans
    Scum and Villainy x2
    Security Precautions

    Interrupts
    Twi'Lek Advisor x2
    None Shall Pass x3
    Jabba's Through With You x2
    Hutt Smooch x2
    Combat Readiness x2
    Oo-ta Goo-ta, Solo? x2 '

    Strategy: '

    Start with All Wrapped Up. If the opponent gives you a force first turn, use the Audience Chamber to grab Mara, then grab her saber from reserve. If you only have your own force to work with, go for Jabba instead. One of the keys to this deck is that if the opponent comes to Tatooine, you are almost guaranteed to get at least one captive, while if they stay away from the ground, they'll be losing 1 force to the objective and another to Search & Destroy. If your opponent uses Battle Plan, go ahead and deploy the system, and use the independant starships (esp. the Cruiser and Bus, since they don't take up any ground forces) to establish a presence in space.
    Once you have a captive, stick 'em in the dungeon for 2 force and then make a trip to our little friend, the Rancor. Since ther are no Trap Doors, and since the Rancor Pit is only 1 site away from the Dungeon, walk the captive in (actually, this is really nice with Boba Fett, since he adds 5 to the captive's forfeit... more retrieval and damage when the captive is eaten). Have the rancor chomp on the captive first, then eat the escort... you'll get him back. BTW, don't walk someone in with Iggy or 4-LOM unless you're desperate, since they'll be stuck at the pit for the rest of the game. Keep flipping the objective back and forth until the opponent's mains are all out of the picture, then calmly drain away.
    The main goal of this deck is interaction, and I had 2 great games playtesting it against a heavy M&T deck... lost the first game, but got Luke and Obi the second, and fed Obi to the Rancor... that was an 18-force swing (I retrieved 9, he lost 9)... If i'd used Fett, it would've been a 28-force swing, which should clinch the game pretty solidly. If it doesn't, well, go get another captive, wash, rinse, and repeat.

    Against M&T Should be a fun game, until the LS player realizes that the Rancor eats his characters for good... those 3 obi's do no good if one's removed from game. Should be lots of battles, don't forget about AWU

    Against Hidden Base If they use a launch squad, treat as Mains and Toys, except you might want to probe a few systems with ships. Otherwise, just spread and drain, letting S&D and the objective (and Death mark for Han) do their stuff the whole game.

    Against Training Load up the Bus or the Cruiser and go Jedi Hunting Do your best to capture both Yoda and the trainee, they should make excellent Rancor food.

    Against Cloudstrom Tough game... Best bet is to reinforce a couple key sites for the inevitable Main Squad. You can use the BH ships to prevent a flip if you're quick.

    Against Numbers If you know for sure they play numbers from the start, Just deploy Abyssins to drain. Otherwise, once youre sure its pure numbers, start feeding low-destinies to the rancor, leaving Abyssins. I have tested this strategy out, and it works as long as the opponent doesnt bring ground forces into it (which is difficult to do with #s). The AC Visage and Search and Destroy end up doing more damage than the numbers.

    NOTE please check your glossary before making any calls on whether certain things (liking feeding captives to the Rancor) may be done; Ive checked my glossary, and you can. '

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