Darth Maul
| Title | Darth Maul |
|---|---|
| Side | Dark |
| Type | Character — Sith |
| Set | Tatooine |
| Rarity | R |
| Uniqueness | Unique |
| Destiny | 1 |
| Power | 7 |
| Ability | 6 |
| Deploy | 8 |
| Forfeit | 8 |
| Icons | Pilot Warrior |
| card_uid | 11_54 |
| Version | printed |
| Printings | Tatooine — this page |
Darth Maul is a Dark Character (Sith) from Tatooine.
Card Text
Deploys -2 to Tatooine. During your control phase may lose 1 Force to duel opponent's Jedi present. Both players draw 2 destiny. Loser is lost. Unless opponent's character of ability > 3 here, opponent's total ability here = 0. Immune to attrition < 5.
Lore
Apprentice to Darth Sidious. Sent to capture Queen Amidala on Tatooine. Full of anger and fury as a child. Sidious used Maul's pent-up rage to train him in the ways of the Sith.
Strategy
Darth Maul has loyalty only to Darth Sidious and the Dark Side of the Force. This unwavering devotion is represented by Maul's unique icon, which is neither alien nor Imperial. Maul's high deploy cost is comfortably offset by the reduced deploy to Tatooine, and is reduced even further if he deploys to the Desert Landing Site.
Maul's built-in dueling text seems risky with both players drawing the same number of destiny, but adding a duel destiny with a card like Focused Attack and setting up a high destiny draw with Maul's Electrobinoculars can quickly swing the duel in the Dark Jedi's favor.
Of course, Maul is incredibly focused thanks to his thirst for revenge against the Jedi. As a result, most characters that aren't Force Attuned are beneath his notice. This is reflected in his gametext that kicks in if none of the Light Side characters at his location have ability of 4 or greater. At such a location, the Light Side's total ability is zero. In other words, the Light Side has no presence at this location, and thus cannot battle or be battled. In addition, it means that the Light Side will need to come up with an ability 4 or higher character in order to block Maul's Force drains.
Meanwhile, Maul with his Lightsaber and Sniper can gradually whittle away the Light Side's characters at his site. When combined with Sith Probe Droids and I Will Find Them Quickly, Master, Maul becomes an Amidala-capturing machine, reflecting his other major focus in The Phantom Menace: to locate and detain the Queen.
Combos
- Darth Maul + Maul's Sith Infiltrator at Tatooine system: Deploys for 6, it's Maul -2 and -3 on his ship.[2]
- Darth Maul + Maul Strikes
- Darth Maul + The Phantom Menace While present with an opponent's Jedi, Maul is defense value +2 and immune to attrition.
- Darth Maul + I Have You Now Add one battle destiny (two if Rebel is Luke) if a Dark Jedi and a Rebel with ability > 2 are involved in the same battle.
- Darth Maul + Force Field Cancels an attempt to target a Dark Jedi with a character weapon.
Rulings
- The loser of the duel is the character with the lower total.[2]
- If the duel totals are tied, there is no winner and no loser.
- If a character of ability > 3 is excluded and this causes Maul's text to make Dark control the location, the excluded character is still active for the purposes of Objective flip conditions (e.g. Quiet Mining Colony) and for the purposes of preventing cards like Haven from leaving table.
Matching
Matching weapons
Also known as
- Tat Maul
Persona
- Maul
Characteristics
- Dark Jedi
See Also
Sources
- Star Wars CCG cardlists index at Decipher.com (archive, 25 December 2008)
- Complete Card List (Decipher PDF, archive 28 September 2007) — Dark Character: Darth Maul, Tatooine, R
References