181stLeader Prince Xizor's Hidden Weapons (AOBS)

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181stLeader Prince Xizor's Hidden Weapons (AOBS) is a Dark constructed list published on Game Players Network.

Deck info

Introduction

Use hidden weapons to capture your oponents characters, great beatdown potential.

Decklist

Objective

Character

Device

Weapon

Starship

Location

Effect

Interrupt

Admiral's Order

Strategy

How this deck works is it uses hidden weapons to capture of kill your opponents characters. The decks been constructed around hidden weapons, so a good majority of the destiny will either capture or make the target immediately lost. Here is the destiny break down after starting cards have been removed: 0s-4 1s-7 2s-13 3s-16 4s-2 5s-0 6s-6 7s-1 So in other words there are only 13 cards that will not capture or outright kill the target of Hidden Weps. And two of those 4 zeros can be pulled by turn 3 because they are Dbays. Hidden Weapons can be deadly when there are only two lightside characters in the battle. The last tourney I attended I won a game against John Patchell with a one turn beat down by capturing obi w/ stick leaving Pussmer thryiss sp? to be pounded by Boba Fett, BH, Dengar w/ gun and Ree-Yees. 23 off the top and that was game, giving me a win by 30. This deck has served me well, I have played 8 tournament games losing only twice to Kevin Shannons EBO (Both were in a 24 hr. period but in different tournament the next day.) the first loss was by 15. The second time I only lost by nine, but I did not have the resistance DShield at the time, which would have one me the game. Ok enough about that, how this deck is played. First turn pull Rendili before you activate. Next activate and pull Coruscant: Dbay and Rendili drop anybody that you can afford and move Xizor over for the first turn flip, Vigos are good for this because they deploy free to Coruscant. Draw the rest. Now try to evaluate what your opponent is up to. Most of the time you want to go to him. If its going to be a drain race you have to do some drawing to get sites, expand the empire etc. If you get the expand on the Port Town District there done. Against space it might be tough, AOBS does not have that much of a space fleet to choose from but can be good if you team up your starships. Adding some of your ground characters onboard your ships, My favorite is Danz Borin and Boba Fett, BH on Zuckuss in Mist hunter with Black Sun Fleet you get immunity <4 and three battle destinies. Add Guri on the Stinger for more fun. If they do not have anybody at battleground sites lose YCHF & Mob. Pts. for Search And Destroy. This is why I play the DShield in addition to the effect. This combined with direct damage from Xizor and Palpy will turn the tables in your favor. Ok now for some card explanations: Danz Borin- Ability 2 Bounty Hunter pilot that adds 3 to power of any starship. Makes a starship have immunity <4 with Black sun Fleet. Plus he is a destiny 3 for hidden Weps. Control- I use this to cancel Sand Whorl, force Drains and SAC. Cannot beat a destiny 2 for hidden weps. Ree-Yees- Ok this guy is kinda lame but, he is a destiney 3. Power/ability 3 are not bad stats but he will be replaced if another BH that is a 2,3 or 6 destiny comes out in Theed. Mandalorian Armor- Protect Xizor and capture some one with HW what more do you want?. Oh-Switch Off- Protect IG, P60, P59, 4Lom and Guri. Boba Fett, Bounty Hunter- This Guy is BIG, adds battle destiny and removes characters from battle. Ha, and he is destiny 3!

Match ups: EBO- Set up S&D drains on CC, and play the DShield Resistance once they set up EBO. Direct dmg from Xizor and Palpy combined with the above will be the end of them. If you feel daring you could go and fight them in space, especially if they leave themselves open to a Lat. Dmg. beatdown.

Hidden Base- Set up drains and probe for there HB, out drain and out battle them, HW and Lat. Dmg. will be big cards in this matchup.

Lightside Lightsaber Combat- Go to Naboo and capture their Jedi, they cant play Clash Of Sabers so you will get to battle with all of your guys. Don't forget about the 3/2-site gametext were hit guys of ability <5 go to the used pile. That could be bad for you if you make a mistake. DON'T BE WITH A JEDI DURING THER CONTROL PHASE WITHOUT HAVING THE EMPEROR WITH YOU. They will make your guy lost that is holding their Jedi then you get the beatdown so be careful.

QMC- Grab there Paths then set up a beatdown. Take over the north corridor if they put it out, then you cancel their drains. Do not forget to stack edges on the code clearance. All it takes is a good battle to take them down. Keep the drain pressure on them also.

Training- Direct dmg is your friend here. Set up you presences on CC Use CHYBC to keep them from retrieving the 10 force when they flip and if they get the battle ground don't forget to make them pay the 10 force for it. Drains and direct dmg will win you the game.

RST- Go to Endor and stop them from blowing the bunker. Remove vital characters from battle with HW. And Drain on Endor with presence of the force. If you don't think they have much of a space fleet set up battle plan at the Endor system.

Well that is enough for now, thanks for reading, hoped you like it.

See also

Sources


References