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Court Of The Vile Abyssins

    Deck ID: 9391

    Author: Mike "OQrygg" Merletto

    Title: Court Of The Vile Abyssins

    Side: Dark

    Date Published: 2000-08-12

    Description:
    COTVG using Scum And Villainy and Abyssins to win with high differential.

    Rating:
    4.5

    Cards:

    'Starting (6)
    Court Of The Vile Gangster/ISEWYD
    Jabba's Palace Audience Chamber
    Jabba's Palace Dungeon
    Tatooine Great Pit Of Carkoon
    Twi'lek Advisor
    Scum And Villainy

    Locations (4)
    Tatooine Cantina
    Tatooine Jundland Wastes
    Tatooine Lars' Moisture Farm
    Tatooine Tusken Canyon

    Characters (20)
    4-LOM With Concussion Rifle
    Abyssin x10
    Chall Bekan
    Cloud City Engineer
    Ephant Mon
    IG-88 With Riot Gun
    Jabba
    Mara Jade, The Emperor's Hand
    Myo x2
    U-3P0 (Yoo-threepio)

    Starships (3)
    Boba Fett In Slave 1
    Bossk In Hound's Tooth
    Zuckuss In Mist Hunter

    Interrupts (16)
    Abyssin Ornament x2
    Combat Readiness x3
    Elis Helrot x2
    Ghhhk x2
    Masterul Move
    Monnok
    None Shall Pass x2
    Oota-Goota, Solo?
    Twi'lek Advisor x2

    Effects (10)
    Den Of Thieves
    Expand The Empire
    First Strike
    Insignificant Rebellion
    No Bargain
    Presence Of The Force x2
    Secret Plans
    There'll Be Hell To Pay
    There Is No Try

    Weapons (1)
    Mara Jade's Lightsaber'

    Strategy: '

    So this is what I've come up with for a reliable, yet fun Dark Side for people without an Emperor =). Abyssins along with Scum And Vilainy make for suprisingly high differentials.

    First turn, you will have 5 force minimum. Get Jabba with the Audience Chamber gametext. If you drew an Abyssin Ornament, play it right after you activate so you can make sure Jabba is in your deck to grab him.

    Against Profit, you will want to start Jabba and Chall Bekan, and use Chall's text to grab the Cloud City Engineer. The Engineer deploys for free (-1 from Scum, Jabba, and Chall), and once you convert it to your AC, you can deploy either Myo from your reserve.

    Combat Readiness is a really cool card in this deck, since you will need some Force during battle to regenerate your Abyssins with. I tend to always leave 1 Force for it, either for Draw Their Fire, or in case I draw an ass destiny like Ghhhk.

    I've started using Insignificant Rebellion (and it's LS counterpart, I Feel The Conflict) in most of my battle oriented decks. Not only does it steal an extra Force from your opponent to add insult to injury, but it also helps you cross Luke, which as you can probably tell, is the focal point of this deck =P

    Using sacrificial Abyssins to have the opponent deploy characters is fun. You regenerate your Abyssin, so you only lost your Ghkhk, then next turn you follow up with 4 Abyssins with a total power of 16, all for 4 Force And they will most likely have at least a forfeit of 5. That's a pretty damn cheap strike force Plus you get to retreive your Ghhhk plus at least one more.'

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