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Court Of Zorn

    Deck ID: 5420

    Author: J "Zorn" C

    Title: Court Of Zorn

    Side: Dark

    Date Published: 2000-04-13

    Description:
    Court and Tatooine Occ. Acts somewhat like a hunt down without dueling. It is very versatile, and has a very good winning streak.

    Rating:
    3.5

    Cards:

    'Objective Court

    Locations

    JP
    JP audience chamber
    JP dungeon
    Tatooine great pit of carkoon
    Coruscant Docking Bay
    Executor Docking Bay
    Kashyyk System
    Tatooine System
    Death Star
    Cloud City Security Tower

    Characters

    Vader w/stick
    DVLOTS x 2
    Darth Vader
    Tarkin x 2
    Mara Jade
    Jabba The Hutt
    Cloud City Engineer
    Lt. Pol Treidom
    Brangus Glee
    4-Lom with Concussion Rifle
    Boelo
    Bane Malar
    Vader's Saber x2
    Mara's Saber

    Starships

    Executor
    Bosk In Hounds’ Tooth
    Zuckess In Mist Hunter
    Boba Fett In Slave 1
    IG-88 In IG2000

    Interupts

    Sense x3
    Alter x2
    I Have You Now
    Vader’s Eye
    Moment Of Triumph
    Charming To The Last
    Projective Telepathy ( very good card)
    Sniper
    T’wilek Advisor
    Any Methods Nescessary
    Tortue x2
    Boring Conversation Anyway

    Effects

    Presence Of The Force x 2
    Security Precautions
    Secret Plans
    Battle Order
    Tatooine Occupation
    First Strike
    Reator Terminal
    Come Here You Big Coward
    Bad Feeling Have I

    Creatures

    Bubbo '

    Strategy: '

    Allright, this is long and in depth...

    Against...

    ---Obi’s Hutt and Tosche Station. (This deck should win)...

    Start with Bad Feeling Have I with Twilek.
    Search for Alien (Jabba), then for a docking bay
    Pick up the two other cards. Chances are good you might get Vader or at least an ability
    4 alien.
    Turn two, search for the other docking bay, deploy an alien/vader to the tosche station
    but don’t battle if you have a destiny adder, and because you are canceling their game
    text at tosche station, and draining at audience chamber, they’ll be forced to battle you.
    Most people aren’t prepared for destiny adders except for I have you now.
    Continue to pick up cards and play for control of the toshe station. Save projective
    telepathy for beat-down protection at the audience chamber. Everyone I have play has
    fallen victim to that card. It is such a great card (see soon my arcticle on the card).

    ---Against Profit... (This is a good game, but it should still win)

    Start with the cloud city engineer and Jabba The Hutt (use cloud city engineer’s ability
    right after activating 2 force. Start with Bad Feeling Have I. Search for Boelo to deploy
    to audience chamber, then search for a docking bay. Don’t deploy mara since she’s an
    imperial and there are cards that could cause you problems (such as Elom beat downs
    etc...) plus you need to deploy her saber with her and leave force behind in case of draw
    their fire. (you might want to projective telepathy) After your turn 1, they are activating
    4 force so don’t deploy tatooine systems or kashyk system or POF’s.

    ---Against Ops (You should win)

    Start the same way as Tosche Station but with Battle Order. There are lots of ability 4
    aliens, mara, and vader to beat down ops. Plus they are losing force to not deploying to
    Tatooine. You should be picking up lots of cards to find First Strike, Reactor Terminal,
    Tatooine system, Kashykk system, and Tatooine Occupation.

    ---Against Hidden Base (should be relitively easy win)

    Deploy Jabba, then docking bay, start with security precautions and try to get battle order
    as quick as possible. Control tatooine till they flip; they ‘ll be force to because of the
    pof/sabers drains and not deploying to tatooine. Once they flips, search for Bobba Fett
    and start probing. Use Executor to probe systems. Zuckess, IG In IG2000 and Bosk In
    Ship are used for beat downs. Watch it when deploying zuckess, he is low power; an
    x-wing beat down could be harsh. It is generally an easy game unless the “fake” a hidden
    base.

    ---Against “fake” HB (good game, will be close)

    Be careful Start like you would against a normal hidden base but if they keep
    deploying non-battleground systems then beware Load audience chamber with Jabba,
    Boelo, Mara, and Brangus Glee, carkoon pit with vader, tarkin, 4-Lom and Bane Malar.
    Get Bad Feeling Have I out quickly, and Tatooine Occupation quickly too.

    ---Against Mind What You Have Learned ( hasn’t lost against this deck yet)

    Start Bad Feeling Have I, search for Jabba, docking bay. Get Tatooine Occupation going
    quickly and use the POFs for to drain at audience chamber and pit of carkoon. They will
    have to get yoda out first turn and start Jedi Testing = losing for quickly from drain at
    audience chamber, lose of force due to not having deployed to tatooine battleground and
    quick saber drains too. By the time they complete all their Jedi Tests, usually they have
    nothing left so, you should be able to win without too much difficulty.

    If they test only to JT #2, don’t spread out as much, get Kashyyk, Tatooine and T. Occ.
    out then hold your ground. Just control audience chamber, you can still potentially drain
    there for 4 if you have sabers and pof. It should be a good and close game.

    ---Finally, against Nudj/Revo

    This is an interesting game, very difficult to play against but it should be close. Start
    with Any Methods Nescessary and get Bane Malar and Security Tower out. Deploy Jabba
    on your first turn but be careful, if you pick up Bubbo then deploy ‘em to fight nudjs.
    Search for docking bays, you shouldn’t in any way get force choked on the second, or
    third turn. Look for Death Star and Jabba’s Palace (they are imune to revo.). Look for
    alters (and sense to back them up) to get rid of the revos on docking bays and security
    tower.
    Mara also is good against this type of deck. Deploy her to fights nudjs and drain
    but have a projective telepathy and some senses to protect her.
    You can also use pof’s to
    deploy to Yavin.
    Protect the audience chamber, don’t spread out. Get Tatooine Occ going. Drain in space There are plenty of ships and there is Kashyyk and Tatooine, plus a pof or 2 if nescessary. This is a good game.

    Notes on cards.

    All the effects are absolutely necessary.
    POFs get around nudj/revo, obi’s hutt, and JT #1
    Sense can cancel clash of sabers, organized attack and anything else that is annoying
    (surprise assault, though many of my character aren’t really affect for example vader x 4)
    Alter for barganing table, bacta tank, savrip etc...
    Projective telepathy because it is so good in the early game and in the end game.
    Bubbo, Treidum and Sniper for spies.
    Most of my characters are immune to some attrition
    With 4-Lom and destiny adders, and sabers, Obi and mains are easy to kill
    Tortures for odds
    Projective telepathy for anger fear aggression
    Boring Conversation Anyway for cancelling destiny adders, surprise assault
    Any Methods nessary not only for it’s starting effect but for it’s activation of one, draw
    their fire is no longer a problem for surprise beat-downs.

    Note On deck.

    This deck kind of acts like a hunt down in terms of deploying to tatooine or lose a force. I
    through in Tatooine Occ. though for something different. It can handle space, ground,
    and deal direct damage.

    Overall, this decks is great, it didnt lose in the GenCon qualifier Tourney in Vancouver
    recently. So far, since its creation, it has only lost 2 games out of many.

    Have fun
    '

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