Darth Spam Judge Jabba- ORDER IN THE COURT!
Darth Spam Judge Jabba- ORDER IN THE COURT! is a Dark constructed list published on Game Players Network.
Deck info[edit]
- Player: Darth Spam
- Published: 25 August 2002 (Game Players Network)
- GPN category: Standard
- Format: Premiere - Theed Palace
- Side: Dark
- Starting Card: Court Of The Vile Gangster
- Strategy: Court Of The Vile Gangster
- GEMP Importable deck: Download
Introduction[edit]
Court is not dead, I say! This deck is very formidable and extremely fun to play. Those who underestimate it will be shocked as they watch their mains become rancor nourishment.
Great at beatdowns and retrieval.
Decklist[edit]
|
Objective Character
Creature
Weapon
Starship |
Location
Effect
Interrupt |
Strategy[edit]
This deck is very powerful because of its ability to deal direct damage and to retrieve insanely. Plus, I think Court is simply one of the most fun deck types to play for dark side because of the rancor. Come on, who can resist the urge to laugh at the mental image of Qui-Gon Jinn being reduced to little more than a snack for Jabba’s favorite pet (I have actually done this before, it is not as difficult as you might think). You retrieve 9, they lose 9, can you ask for much more?? OK, now for the details…
First turn, activate and search for an alien. Here is where it gets tricky. I always either pull Gailid or Jabba with the Audience Chamber because they both are essential to put the hurt on your opponent. Gailid allows for MASSIVE drains, and Mighty Jabba is awesome with his cronies Boelo and Ephant around. None Shall Pass and No Bargain help filter out unwanted guests into the palace, except for the ones you want to let in. Make them lose one force every turn with your objective, or, if you think you are ready, let them in and get a snack for your rancor. Neimoidian Advisor is a great card for this deck because you can use it to pull Jabba’s Palace, which pulls all of your other sites, or Nal Hutta which lets you get bounties a plenty for more retrieval. Plus, it’s destiny 5! I love that card. The Audience Chamber is essential to hold, since that is the only place where you can play Trap Door.
Mid-game, your opponent will either be hurting from your direct damage and drains, or trying to launch an assault against your troops. If they want to be cheap and put out an Undercover spy to block your drains, no problem! Hutt Smooch ‘em and you just got a quick and easy rancor snack! You can draw insane battle destinies with this deck and just one of your bounty hunters needs to survive to capture someone from a battle with All Wrapped Up. Elis Helrot is for those pesky lightsaber combats decks and the such who want to drain you the entire game. Against other drain decks undercover spies should help push the drain advantage into your favor. NOTE: Even if your opponent plays with Insurrection, you can still use Elis Helrot to accomplish the same goal. Move over from the Palace to any other exterior site and then back and you can still get to flip your objective.
Another thing I love about this deck is its strength in space. You can pull every one of your starships! Every one! And if you are playing against a heavy space deck, think about Zuckuss in Mist Hunter, with 4-LOM, with Boba Fett Bounty Hunter, with Iggy! That’s FIVE battle destiny and your opponent needs ability of 6 to even draw any. Dengar in Punishing One makes it all but certain that you can prevail in an epic space battle. Basic strategy is: insane drains at the Palace with Gailid and friends, and battle when you are ready for it so you can feed the rancor.
Card Choices:
Unexpected Interruption-This deck plays with a lot of interrupts, and all of them can be crucial in any game. This card ensures you get what you want, when you need it, especially since you can search your deck as much as you want with your objective and POTH.
Sarlaac-It can be pulled, and it keeps pansy characters from hiding at the pit.
Krayt Dragon-What? I actually play with a Krayt Dragon? The answer is yes. My opponent, after realizing my bouncing cards work only in the palace, often sneaks into the palace by deploying at the Great Pit of Carkoon first and then moving. Imagine their surprise when Han, Luke, or Leia find that a creature is just waiting to pounce on any characters foolish enough to venture to the palace from the pit. WARNING: Keep as much distance between your characters and the dragon as possible. It will not discriminate in its search for food.
Nal Hutta-It can be pulled, and it provides unlimited supplies of bounties, can you ask for more? You want more? Ok, it also satisfies Battle Order, and lets your ships go there and drain if your opponent decides to stay away from space. It’s all about bounties and retrieval.
All the droids- I know what you’re thinking, “the new Reflections III Leia kills alien decks.” With ample droids to deploy, I avoid that problem completely. Another fun thing, combine Boelo with Guri for maximum battle destiny deprivation.
Scum and Villainy-I know no one plays with Scum nowadays, but I like since it lets aliens go down for less. By now, you should realize that I love retrieval too.
Hutt Influence-It can be pulled, and Hidden Base can be very annoying when flipped. This ensures you can drain to your heart’s content even against Hidden Base or decks with Controls, etc.
Defensive Fire/Hutt Smooch-Undercover spies= fast flip and good treats for rancor. Or, annoy your opponent with Defensive Fire which could get that crucial card out of their hand.
Ghhhk/Those Rebels Won’t Escape Us-In case the unfortunate does happen, Ghhhk can save the game for you if a battle just goes horribly wrong.
Elis Helrot-Perhaps the quickest and cheapest way to flip the objective. Even with Insurrection so popular now, Elis is still a bounty hunter’s best friend. During your move phase, Elis to whatever planet where your opponent is hiding, and Elis back after your have obtained your “cargo.”
Vibro-Ax-Destiny 4, plus it’s so efficient at excluding characters to keep my bounty hunters alive. It probably could go if it had to, but for now it’ll stay since Snoova makes it so much fun.
Bane Malar-Bounty Hunters are essential in this deck. All Wrapped Up is useless unless bounty hunters battle and capture people. Plus, stealing your opponent’s characters’ game text is simply fun to do. My personal favorite is Chewie, Enraged which makes Bane power 10, and adds 2 to each battle destiny.
The rest of the card choices should be self-explanatory hopefully.
Matchups: Here is a list of matchups for common deck types you may face…
Quiet Mining Colony-If they want Cloud City, they can have Cloud City. You should be able to outdrain them on Tatooine. You have plenty of starships to pull to deactivate Cloud City Celebration so don’t let them use that at all. Hopefully they’ll give you an exterior site to Elis to if they play with Insurrection, but if not, you still can beat them down if they spread out. Don’t underestimate the power of your undercover spies either. Use the grabber shield and/or the Do They Have A Code Clearance? shield to stop Lift Tube Escape and pesky On the Edge and Off the Edge. They should try to come to Tatooine, make them, and you should be just fine.
Lightsaber Combat-aack. I hate playing against lightsaber combat because I think it is one of the most powerful deck types ever made. If you have I Find Your Lack of Faith Disturbing (V), use it. Limit their drains to 2 per site. You can outdrain them if you have to, and if they don’t have Insurrection out, Elis your bounty hunters over, grab some Jedi, then Elis home. If Elis won’t work, then you have a choice: outdrain, or rush Jedi. I don’t recommend rushing Jedi without the new shield, but if you’re sure you can beat them down, by all means go for it. Watch out for Quiggy with Stick. I like to leave a vulnerable spot just to get my opponent to deploy him. Then I counterattack with a few bounty hunters, and since he is immune to no attrition, I get a quick and easy flip. The rancor sometimes has trouble eating him, though so be sure to track or check for good destiny before using Trap Door.
There is Good in Him-This can be a fun game. Your opponent is going to try to get you to capture Luke. Do not, I repeat, do not do that unless you are SURE you can feed him to the rancor in one or two turns. Otherwise, let Luke just die since it is not worth losing 2 force a turn forever just to retrieve 9 in the distant future. Another good thing is that you are guaranteed that Elis will work, since they start out with an exterior Endor site. Feel free to put out some bounties, then go collect them. They probably will come to Tatooine so be ready for them.
Rescue the Princess-Beware of Fallen Portals. Stay away from docking bays as much as possible. I recommend deploying a horde of bounty hunters at the Yavin 4 docking bay then moving over to the war room. She has to come there eventually and if you capture her, no need to worry about that nasty flip side of their objective. Of course, if you have both Undercover spies ready, there may be no need to get your mains off of Tatooine at all. They will have difficulty satisfying Ultimatum to limit your drains so make them hurt until they come to Tatooine. The main focus is to get Leia, but if she can’t add to drains, don’t worry about her.
Hidden Base-Two words, Hutt Influence. That card can win the game for you. Do not let them cancel your drains, and punish them if they want to hide in space away from the courtroom. If you feel lucky, put your bounty hunters in space (preferably with Zuckuss) and play with their starships. The bottom line is to use Hutt Influence to keep your drains running on Tatooine. If he comes to Tatooine after you, so much the better for you. Probing should not be too difficult since you can pull all of your starships.
Profit-Ahhhhh…perhaps the best matchup for Court. If your opponent decides to play Bo Shuda, you’re going to have to rely on your destroyer droids to cancel it. Otherwise, Trap Door and try to eat applicable non-alien characters. If no Bo Shuda, get ready for some fun. Start out with Jabba and maybe a bounty hunter and reinforce the Audience Chamber right away. If you get a Hutt Bounty, you may want to let Han go if you’re sure you can capture him right back and retrieve lots and lots and lots of force. Master Luke will probably drop by to bounce your aliens so None Shall Pass will help keep some riffraff out of the courtroom. Defend the Audience Chamber if you like and let your bounty hunters run amuck capturing characters all around! Should be a fun game!
Mind What You Have Learned-If played correctly, this deck can hurt you bad. The very first Jedi test makes Gailid and all of his fun force drain bonuses obsolete. You may have to work for this. They may be hesitant to come to Tatooine at first, which causes some direct damage, but expect some company at all times. Also be wary of the bonuses given by the Jedi tests. One in particular is the one that forces you to have ability of six to draw battle destiny. With a lot of droids, you may occasionally have a problem with this. The good thing is that they cannot drain on Dagobah so they must go somewhere to make you lose force, once they start deploying, play normally.
Rebel Strike Team-Why do they have to blow up the bunker? It didn’t do anything to hurt them? Seriously though, this deck type can also be formidable if the player knows what he’s doing. If you like, you can go to Endor and cause some ruckus with your bounty hunters, but I usually prefer to stay on Tatooine. Their drains cannot hurt you at all until after they flip their objective. Once they move some characters into the bunker, then, if you want to, you could take care of that “Rebel scum.” After the bunker is gone, it’s your call. If they leave Tatooine alone, it may be better to go on the offensive. Most players come to Tatooine though to avoid the direct damage. The key is to keep the bunker alive if you can, hurt them with drains until they blow it away, and then beat down where appropriate.
All other deck types I have either rarely seen before or never played against. Please feel free to give any constructive criticism. I know there is no such thing as a perfect deck, so any weaknesses you can point out would be greatly appreciated.
Cards I would like to add:
Jabba’s Space Cruiser (with all his buds, get a ship that can at least draw two battle destiny, cancel an opponent’s and is immune to all attrition)
Thermal Detonator-More retrieval for bounties. Plus, if the unfortunate does happen you have a last ditch attempt to kill them before they kill you.
Black Sun Fleet-I can give Zuckuss some immunity to attrition, and I can move during my control phase. Plus, it’s destiny 6.
Double Back-Keep bounty hunters where they belong, in my hand or in my Reserve Deck.
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See also[edit]
Sources[edit]
- Judge Jabba- ORDER IN THE COURT! (Wayback, 20051102154456)
- GPN Star Wars Decks page 49 (Wayback, 20050430203312)