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where their is scum there is vilany

    Deck ID: 4978

    Author: Eric "bounty22" Hunter

    Title: where their is scum there is vilany

    Side: Dark

    Date Published: 2000-04-02

    Description:
    this utilizes the power of scum and viliany to kick but.

    Rating:
    4.0

    Cards:

    '(9)
    Coruscant
    Jabba's Palace Audience Chamber x2
    Jabba's Palace Dungeon
    Tatooine Cantina
    Tatooine Jabba's Palace x2(st)
    Tatooine Jundland Wastes
    Tatooine Tusken Canyon(st)

    (19)
    4-LOM With Concussion Rifle
    Bane Malar
    Boba Fett With Blaster Rifle
    Brangus Glee
    Chall Bekan
    Djas Puhr
    Dr. Evazan
    IG-88 With Riot Gun
    Jabba the Hutt
    Mara Jade, The Emperor's Hand x3
    Outer Rim Scout x5
    Prophetess
    Zuckuss

    (5)
    Boba Fett in Slave I
    Bossk In Hounds Tooth
    Dengar In Punishing One
    Jabba's Space Cruiser
    Zuckuss in Mist Hunter

    (25)
    Alter x3
    Combat Readiness
    Elis Helrot x2
    Lone Warrior x3
    Moment Of Triumph x3
    Sense x5
    Twi'lek Advisor
    You Are Beaten x2
    Image Of The Dark Lord
    Scum And Villainy x3
    Security Precautions

    (2)
    Mara Jade's Lightsaber x2
    '

    Strategy: '

    This deck is a machine. It retrives force, batles, adds destiny, and screw profit. to start off with this deck you start eith tusken canyon and combat readiness for tat JP. From there i take out AC and mara w/ saber. Then i might put down a guy to support mara and i start drawing for S&V.once i get that out i battle and retrive, sac and smack, and other stuff.

    against operatives- i would do my normal start. from here i would go and retive force and bellt them. i would sense anything or alter anything they play. they might be able to out drain you so a battle plan may want to be added. this way you can battle for free, retive, hopefully clear the site. then battle again. i haven't played this against ops so i'm not really sre how it would perform.

    against profit- do normal start and convert their locations. control the chambar and drain. if they try to pull the OTE thing just alter it. this game would go very much into your favor.

    against revolution decks- since my 2 JP sites are imune to revolutions and most of my sites are 1/1 it woun't matter. i will just drain and batle, and let S&V work like a charm.

    against numbers- basicly you should get a quick start and try to get a drain. if #'s are big in your area add a ultimatum or 2 tortures.if they play suicide mains to it still won't be that much of a problem.

    against M&T- basicly you battle, retrive, sac, and control the game. also try to fortifie 2 locations only to avoida killer samck. plus w/ elis you may be able to perform your own.

    against HB. here you just get a drain and draw. then you can batlle their shops to retrive, and make sure to probe. this game should go in your favor.

    against OMDH(been quite popular)- same against hidden base. this should go in your favor.

    agaimst anything else- sac, batle, retrive and jsut play smartly.

    thank you for your time.
    later '

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