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Purple Haze - Your One Stop Smoke Shop

    Deck ID: 7708

    Author: Lee "Terron" Edwards

    Title: Purple Haze - Your One Stop Smoke Shop

    Side: Dark

    Date Published: 2000-06-16

    Description:
    Flipping Court deck, designed to be fun, but very effective. Cooler than Pyrex art.

    Rating:
    4.0

    Cards:

    'Starting(6)
    Court of the Vile Gangster/I Shall Enjoy Watching You Die
    TatooineGreat Pit of carkoon
    Jabba's Palace Audience Chamber
    Jabba's Palace Dungeon
    Twi'lek Advisor
    All Wrapped Up

    Locations(6)
    Jabba's Palace Rancor Pit
    Tatooine Lars' Moisture Farm
    Tatoine Cantina
    Tatooine Mos Eisley
    Tatooine Judland Wastes
    Spaceport Docking Bay

    Characters(16)
    Jabba the Hutt x2
    Mara Jade x2
    Boba Fett (CC)
    Boba Fett with Blaster Rifle
    Jodo Kast
    Bossk with Mortar Gun
    Dengar with Blaster Carbine
    IG-88 with Riot Gun
    4-LOM with Concussion Rifle
    Bane Malar
    Djas Puhr
    Boelo
    Mosep
    Chall Bekan

    Weapons/Devices(1)
    Mara Jade's Lightsaber

    Creatures(1)
    Rancor

    Starships(4)
    Slave I
    Hound's Tooth
    Zuckuss in Mist Hunter
    Jabba's Space Cruiser

    Effects(10)
    Scum and Villainy x2
    Bounty x2
    First Strike
    Reactor Terminal
    Search and Destroy
    Secret Plans
    Security Precautions
    Expand the Empire

    Interrupts(16)
    Twi'lek Advisor
    Sense x3
    Alter x2
    Torture x2
    Elis Helrot x2
    Imperial Barrier
    Sniper
    Hidden Weapons
    You Are Beaten
    Hutt Smooch
    Oota Goota Solo?

    '

    Strategy: '

    This is basically the best way to go about Bounty HUnting. None of that bullshit that little kids put in just because it references Bounty Hunters, like Myo, Danz Borin, He's All Your Bounty Hunter, Boba Fett's Blaster, and Res Luk Raauf. While there are alot of cards I'd liek to put in (like more Hidden Weapons, more SAC, Tatooine Occ, battle interrupts), there just isn't room. every card in thi deck has specific purpose, and almsot every card has a use in almost every game. Let's go over the deck card by card, then summarize.
    Note This deck was built Pre-EBO, and is now being retired because EBO will most certainly destroy it. Please take that into consideration, and review it as a pre-3A deck.

    Court of the Vile Gangster
    -forfeit bonus, goo nee tay immunity, pull out ships, pull out DBs, and force loss for the opponent, yippee
    I Shall Enjoy Watching You Die
    -major force loss and retrieval
    Great Pit of Carkoon
    Audience Chamber
    Dungeon
    -have to deploy them
    Twi'lek Advisor
    All Wrapped Up
    -primary capturing means, oota goota plays for free
    Rancor Pit
    -Rancor's stomping grounds, massive force loss
    Lars Moisture Farm
    -nice drain, weapon bonus
    Cantina
    -power bonus, generation, nice drain
    Mos Eisley
    -power and forfeit bonus, generation, get rid of that damn Cantina Shuffle
    Judland Wastes
    -nice drain, ability 6 to draw destiny
    Spaceport Docking Bay
    -pull with COTVG, early generation, transport to some planets, opponent's pilots deploy high, deploy ships to get pilots on, deploy ships for forfeit fodder
    Jabba the Hutt
    -activation, forfeit bonus, might want to use SE Jabba for deploy bonus, S&V immune to alter, and cheaper deploy
    Mara Jade
    -one mean bitch, pulls lightsaber, spy, the alien Vader
    Boba Fett(CC)
    -capturing machine, bounty hunter, hidden weapons, forfeit+5, landspeed=3, adds forfeit even when captive is going to be eaten if he is the escort (adss 5 to opponents loss and to your retrieval)
    EPP Fett
    -add destiny, weapon, bounty hunter, hidden weapons
    Jodo Kast
    -bounty hunter, landspeed=3, cancel destinies, hidden weapons, destiny 2
    EJP Bossk
    -bounty hunter, high power, capturing weapon, draw 0, 1, or 2 to capture obi, luke, leia, han, or chewie if you have a bounty, can chose who to capture after drawing destiny
    EJP Dengar
    -bounty hunter, destiny 2, weapon fires twice, awesome with lars farm
    -New ruling characters whose forfeit has been set to 0 who are captured by All Wrpped Up have their forfeit restored before being captured, meaning dengar can try twice to hit a captive, who then must be forfeited with other characters who cant stick around to beat up survivors, and capture for the bounty
    ECC IG-88
    -adds a destiny, bounty hunter, capture weapon, high power, high defense value, cannot be attacked when alone, great with lars farm
    ECC 4-LOM
    -adds a destiny, bounty hunter, cancels game text, destiny 3, cant be attacked when alone
    Bane Malar
    Djas Puhr
    -ability 4, bounty hunter, forfeit fodder (forfeit 6 with Court+Jabba, 7 at Mos Eisley)
    Boelo
    -cancel destiny
    Mosep
    -drain enhancer, forfeit fodder
    Chall Bekan
    -pilot, deploy modifier, forfeit fodder
    Maras Saber
    -New ruling characters whose forfeit has been set to 0 who are captured by All Wrpped Up have their forfeit restored before being captured, meaning mara can hit a character, who must be forfeited, and have a droid capture him for the bounty, sick
    Rancor
    -yummy
    Zuckuss in Mist Hunter
    -opted over Zuckuss, because he is the best damn ship in the game, pasenger seat, ability 4, prevents opponent's destiny, 4-lom as passenger adds a destiny
    Hounds Tooth
    -opted over Bossk in Hounds Tooth because Bossk is too valuable on the ground
    Jabbas Space Cruiser
    -opted over Punishing One and IG-2000 because I dont have them, but also because when deployed tot he DB, Jabba can move over, and launch, stick a probe card, and now the ship is there forever (or until it gets hit by a Intruder Missile)
    Slave I
    -opted over Fett in Slave I, because Fett is a cornerstone bounty hunter, should be replaced with either Punishing One or IG-2000
    Note Dengar in Punishing One, while good, is not as important as Dengar on the ground, in past decks, persona conflicts were major problems against balanced decks
    Scuma nd Villainy
    -deploy helper, force retrieval
    First Strike
    -combine with S&V, retirve 3, opponent loses 1
    Bounty x2
    -retrieve force in addition to Rancor text
    Reactor Terminal
    -destiny tracking very key, return excess cards
    Search and Destroy
    -Hidden Base killer, also might help vs EBO, but would still be a tough game
    Secret Plans
    -slows down Profit, Harvest, non-uniques, OnOff the Edge, and OMDH/Death Star Plans
    Security Precautions
    -extra force, high destiny, Hidden Base force loss, and block a drain with immune to attrtion space cruiser
    Expand the Empire
    -combine with mosep at LMF or JW for massive drains
    Twilek Advisor
    -search for those effects
    Sense
    Alter
    -protect yourself agaisnt silver bullets and annoying cards like Rebel Barrier
    Torture
    -Numbers Protection, huge destiny, great for tracking
    Elis Helrot
    -move, smack, capture
    Imperial Barrier
    -stop beatdowns, then beatdown whats left
    Sniper
    -use with Iggy or Bossk to capture, Mara and Dengar to kill, or 4LOm to cancel game text
    Hidden Weapons
    -backup capture card
    You Are Beaten
    -weed out the big guys
    Hutt Smooch
    -get rid of spies (A Gift/Boussh)
    Oota Goota Solo?
    -4th means of capture, very effective, kills nabrun, kills Kessel Run, use with Secret Plans vs Ralltiir Captians deck


    Now that you knwo what everything does

    vs M&T
    just fight it out and capture, be creative, cards above should give you an idea how to do this (All Wrapped Up, Sniper, YAB, Barrier, Elis, etc), remember to track destiny

    vs Profit
    who acres if they convert you? bigger drainf or later, garrison the AC, starting with Boelo and Mara, getting out enough to hold it down, sense Someone Who Loves You, and/or Barrier Leia, this match should be easy if you play right, remember to track destiny

    vs HB, MWYHL, and non-interactive decks
    big drains with Mosep and ETE, plus Search and Destroy and Obj text, ouch, probing is optional, but recommended, remmeber to deploy, probe, battle and retrieve, then next turn retrieve your lost ship with another battle and deploy it from reserve

    vs anything else
    adapt, most everything you need is there

    My major dilemma
    want to put in ORS, but not sure what to take out, SAC maybe, but then I'd need There Is No Try, Opressive ENforcement, Grabbers, and some silver bullets for bitch cards, like Point Man, Masterful Move, and Blast Door Controls

    Any suggestions on this dillemma and how to beat EBO so I dont have to retire the deck would be appreciated'

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