Felth Jabba's Angry Court
Felth Jabba's Angry Court is a Dark constructed list published on Game Players Network.
Deck info
- Player: Felth
- Published: 28 August 2002 (Game Players Network)
- GPN category: Standard
- Format: Premiere - Original VS2
- Side: Dark
- Starting Card: Court Of The Vile Gangster
- Strategy: Court Of The Vile Gangster
- GEMP Importable deck: Download (omits Kitik Keed'kak (V) (Virtual Set 2: Our Most Desperate Hour): not in GEMP)
Introduction
A Court deck. Criticism welcomed, as long as it's constructive. If suggesting cards to add, also please suggest which card to remove.
The published list has 69 cards.
Decklist
|
Objective Character
Creature Device Weapon
Starship
|
Location
Effect
Interrupt |
Strategy
Strategy:
First turn: deploy either Jabba or Chall Bekan to the Audience Chamber from reserve deck (I'm partial to Chall because he then pulls (V) Rodian, which can then deploy a bounty hunter of my choosing from reserve deck).
Early game: establish a strong presence at the Audience Chamber, and anywhere on Tatooine where you decide to dig in. Get Scum and Villainy out as soon as possible, the deploy reducer makes the game so much simpler. If the opponent chooses to ignore you and leave you on Tatooine, ping them with the objective, and make your drains hurt (PotF). Use your undercover spies to block opponent's drains.
Mid game: this depends on where the game is going. If your opponent is in space, you can deploy independent starships from reserve deck, but use them wisely, as there aren't many. If your opponent came to Tatooine, beat them silly with your aliens and bounty hunters, and get some juicy captives to flip. Be sure to keep a tight hold on the Audience Chamber. Use None Shall Pass and Imperial Barrier to restrict action within the palace, and battle when the time is right. Scum and Villainy comes in handy here. Once you flip, set up the Rancor pit (or Sarlacc pit), and feed your critter.
Late game: After losing a couple of big-forfeit characters (Qui-Gon, Obi-Wan, Luke), the opponent will either back off and try to outdrain you, or will be broken and losing. If they back off and you feel you can afford not to get any more sweet retrieval from rancor snacks, send some of your aliens to battle off of Tatooine. You'll still get some retrieval for initiating battle from Scum and Villainy. Also, keep up your drains on Tatooine, and ping the opponent some more with your objective. If the opponent keeps on coming to Tatooine, keep capturing characters and feeding the rancor with them.
Combos and Card choices:
1. Kitik Keed'kak (V)- I like this bug. She raises attrition, meaning more possibility of cracking a high immunity to attrition results usually in a high-forfeit rancor treat.
2. Scum + Chall Bekan + Objective- Bounty hunters deploy for a lot typically, and reducing their deploy cost is always a good thing. Because of the objective, they're also immune to Goo Nee Tay.
3. None Shall Pass + No Bargain- Make the opponent use crazy force just to deploy their rebel, only to bounce it back to their hand if you think it'll interfere with your plans. Also, Imperial Barrier can combine with this combo to all but save you from any serious beatdown.
4. Mighty Jabba and his crew- Sure, I could have used classic Jabba or special Jabba, but adding a battle destiny with a leader such as Chall or Xizor was too tempting. Also, 4-LOM with Rifle + Jabba = an extra battle destiny, and BF, BH + 4-LOM with rifle + Jabba = plenty of battle destinies. Toss in Boelo, and the Audience Chamber is secure.
See also
Sources
- Jabba's Angry Court (Wayback, 20051102154456)
- GPN Star Wars Decks page 49 (Wayback, 20050430203312)