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Why you shouldnt use the new LS obj

    Deck ID: 2628

    Author: Walter "Walter" Cowart

    Title: Why you shouldnt use the new LS obj

    Side: Dark

    Date Published: 2000-01-26

    Description:
    This deck has performed amazing so farbeating just about every popular LSby alot(30+most of the time). DS Jabba'sPalace is pretty strong these days.

    Rating:
    4.5

    Cards:

    'Locations(7)
    Tatooine
    TatooineJabba's Palace
    JPEntrance Cavern
    JPAudience Chamber
    JPDungeon
    JPDroid Workshop
    JPRancor pit

    Ships(5)
    Zuckuss in Mist Hunter x2
    Dengar in Punishing one
    Bossk in bus
    Jabba's Space Cruiser

    Weapon(1)
    Mara Jades Lightsaber

    Creatures(1)
    Bubo

    Characters(17)
    Mara Jade x2
    Jabba the Hutt
    Jabba
    Boba Fett w/gun x2
    Djas Puhr
    Brangus Glee
    Boelo
    Chall Bekan
    Outer Rim Scout x2
    Galid
    IG-88 w/gun x2
    4-Lom w/gun x2

    Effects(10)
    There'll be Hell to pay
    Resistance
    Battle Order
    No Bargain
    Bad Feeling Have I
    Scum and Villany x2
    Tatooine Occupation
    Presence of the Force
    Secret Plans

    Interrupts(19)
    Twi'lek Advisor x3
    None Shall Pass x2
    Elis Helrot x2
    Alter x2
    Control x3
    Masterful Move
    Monnok
    Hidden Weapons
    Hutt Smooch
    Imperial Barrier
    Shocking Revelation
    Conbat Rediness
    '

    Strategy: '

    Always start Tatooine/Combat Rediness/Jabba's Palace as it sets up excellent activation that increases fairly quickly. You automatically have both theaters in which to battle(the deck's strength). Pull sites every turn and find needed
    effects(not hard w/3 twi'lek). Deploy characters
    and ships when appropriate(you can set up large
    drains/occupation fairly quickly if facing something non-interactive). Battling becomes way more advantageous with Scum and Villany and is therefore encouraged(be it large or small you willalways benefit more.

    Breakdown
    The characters are either selected for their high ability or specials skills that increase
    battle destiny/force activation/force drains.
    Being able to fire multiple weapons and draw more
    destinies will turn almost any battle in your favor. I consider the Outer Rim Scout a sort
    of 'filler' as they are a good addition to space as well as ground(with upwards of 6 forfeit).

    The space array consists of only 5 ships but thats
    enough w/the retrieval backing it. 2 Zuckuss in mist hunter simply because its the best ship in the game(even better w/ECC 4-Lom on it).

    The effects are either crucial to how the deck works or are crucial to beating good decks.
    Most are immune to alter and the ones that arent
    are protected through interrupts.

    Interrupts are pretty self-explanitory too.
    Elis allows you to devote to the Audience Chamber while still having beatdown power through transport. None Shall Pass and Imperial Barrier for defense and control(great when constantly being retrieved)and alter for SAC defense/effect
    elimination.

    vs.Hidden Base
    Set up a drain or two at JP and go to them. Jabba
    in his cruiser along with the other ships and multiple destinies will win this one. If they have
    a ground assault it will prove too weak in the end. I don't use Security Precautions due to the recent lack of 'good' Hidden Base in my area. If
    this changes the card will be added.

    vs.Mind What you Have Learned
    Get Bad Feeling and No Bargain out quick. They will have to come to you if they hope to win and you can then proceed to murder them. Landing on Dagobah and killing Yoda/Leia to cancel Great Warrior is even possible(hehe)

    vs.Throne Room/Nudj
    Almost the same as above except this deck is a little faster. Shock will handle Oola and Revolution doesn't hurt at all. Again No Bargain
    and Bad Feeling will be key.

    vs.Ops
    Battle Order helps alot but this could become a tough fight none the less. You'll have to go to them and battle as much as you can(and quickly).
    Tatooine Occupation can't be modified by the flip
    of their objective therefore increasing the damage
    to 'above average'. In the end the retrieval will
    let you come out on top.

    vs.New EJP Objective
    Convert the palace right off the bat and then 1st
    turn convert the Audience Chamber. This decktype
    is weak and is hurt even more by my decks start.
    There should be no reason why you should lose to this deck.

    If they start Obi-Hut and convert my JP I could have problems but It isn't popular and I still think I could pull off a win.

    This deck is very flexible and can win every game if played right.

    Enjoy
    Walter

    '

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