Bluecow Good Will (Bounty) Hunting
bluecow Good Will (Bounty) Hunting is a Dark constructed list published on Game Players Network.
Deck info
- Player: bluecow
- Published: 6 February 2004 (Game Players Network)
- GPN category: Standard
- Format: Premiere - Death Star II
- Side: Dark
- Starting Card: Carbon Chamber Testing
- Starting Interrupt: Prepared Defenses
- Strategy: Carbon Chamber Testing
- GEMP Importable deck: Download
Introduction
This is a bounty hunting and carbon-freezing deck intended for classic play that I built after trying unsuccessfully to retool that “tusken, empire, walker, so-on-and-so-forth” deck.
The published list has 59 cards.
Decklist
|
Character
Device Weapon Starship
|
Location
Effect
Interrupt |
No Defensive Shields listed.
Notes
- Qty 59 as published: the objective Carbon Chamber Testing / My Favorite Decoration is named in the strategy but not in the list; set as starting card only, not added to the list.
- Posted 'Boba Fett (Cloud City)' dested Boba Fett; 'Slave 1' Slave I; 'Carbon Freezing' Carbon-Freezing.
Strategy
This deck centers it’s strategy around bounty hunting and reaping the benefits of imprisoning the opponent’s characters. I use Prepared Defenses as a starting interrupt to bring out All Wrapped Up and Combat Response. Carbon Chamber Testing/My Favorite Decoration let’s the deck start off quickly and the “My Favorite Decoration” side gives some awesome bonuses. I kept the deck entirely alien so Scum And Villainy would work to it’s full potential. The deck originally included Obsidian TIEs, Needa, and Avenger, but with Combat Response already in play at the get-go, it seemed like the bounty hunters and their ships could handle the workload. Elis Helrot helps out the bounty hunters’ mobility between systems, which could’ve been a problem otherwise. Double Back ensures that the bounty hunters won’t stay in the reserve deck for too long, while ugnaughts led by Ugloste kick start the carbon-freezing frenzy. Interrogation Array, Aiiii! Aaa! Agggggggggg!, Bounty, Carbon-Freezing, and Sonic Bombardment are obviously used for post-capture fun, and Reactor Terminal lets you draw to an insane degree to find any cards needed.
The best way to make the deck work is to keep capturing and freezing with your bounty hunters. Scum And Villainy’s retrieval text helps out a lot, and so does the objective’s. Definitely don’t be afraid to draw a lot; Reactor Terminal will take care of that as long as you’re careful. The lack of systems in the deck keeps everything much more simple for the bounty hunters (once again, Elis Helrot or docking bays can get them from system to system).
The only real problem I see with the deck is not getting enough locations out. The objective certainly helps with that, and Reactor Terminal is pretty much in this deck for that reason as well. The destinies in this deck aren’t exactly sky-high, but for the most part, they don’t need to be.
If you have any suggestions (no virtual cards or episode 1 stuff, please!), I’d be very happy to try them out. Thanx!
See also
Sources
- Good Will (Bounty) Hunting (Wayback, 20051102154456)
- GPN Star Wars Decks page 10 (Wayback, 20050430203312)