LordHoban Jabba's Hit Squad 2
LordHoban Jabba's Hit Squad 2 is a Dark constructed list published on Game Players Network.
Deck info
- Player: LordHoban
- Published: 5 March 2003 (Game Players Network)
- GPN category: Theme/Fun
- Format: Premiere - Original VS3
- Side: Dark
- Starting Card: Court Of The Vile Gangster
- Strategy: Court Of The Vile Gangster
- GEMP Importable deck: Download (omits Greedo (V) (Virtual Set 3), Oo-ta Goo-ta, Solo? (V) (Virtual Set 3): not in GEMP)
Introduction
The next incarnation is a whole lot meaner.
The published list has 59 cards.
Decklist
|
Objective Character
Weapon Starship
Vehicle |
Location
Effect
Interrupt |
Strategy
--You know, I'm gonna scrap this deck and rebuild from scratch. I'm going in a new direction.
--Latest Change to deck; I replaced Boelo with P-59.
--I took out the extra Oo-ta Goo-ta and the droid no one seemed to like thrown in there and added Crush the Rebellion and Evader/Monnok combo. This is your primary Senate and Profit defense. If facing either deck, start with it instead of All Wrapped Up. If the Senate looks set up, pull and Monnok them to get rid of their dupes and make your life easier. If they want to clash you, lose the force to cancel it. Simple proposition. I was also considering Hyperwave Scan (v) but I'm not sure how well this Court deck could stand up against Senate, or how much Hyperwave Scan (v) would help it. We'll see.
Ok, first off, I'm gonna break down why this objective. Can it flip with this deck? Possibility, but don't depend on it, as the front side is much too good to pass up. The forfeit bonus to your Bounty Hunters, pulling docking bays and Independent Starships. Finally, the direct damage to your opponent for not coming to you on Tatooine.
Starting Effects:
Ket Maliss, pulls 1 docking bay per turn, and you have 1 of each of the characters listed in the deck.
Power of the Hutt, lets you pull Ephont, Bib (power 6 with Jabba, but deploys for at most 1, free with Scum and Villainy), Boelo, and the good ol Sail Barge.
All Wrapped Up, you may want to replace this with No Escape if you know your opponent is one to start with that effect that can be lost to get out Honor of the Jedi. Otherwise, it’s all good at helping you capture.
Locations:
Your docking bays are pullable first turn and they don't give your opponent any force. With 3 We Accelerates, getting the Bridge out should be no problem. If you expect heavy drain wars, which I despise, switch out 2 of the locations for something more viable. Remember, though, this is meant to be all in good fun.
Characters:
You can pull all the characters listed on Power and Ket, remember that. 4-Lom cancels game text. Beedo not only is pullable, but if at the audience chamber, he's power 4 and makes both Greedo (also pullable) and your lone Rodian (who pulls bounty hunters) power 4.
Bib is pullable, power 6 with Jabba and cheap. Fett is good for surprises. Boelo is good for defense, canceling battle destinies at Chamber or with Jabba or Ephont. Dannik is good for munching on people, and pullable. Maul is just good for his ship and a surprise (but out of his ship he'll suspend your Scum and Villainy). Dengar With Carbine is just good at blowing stuff up. Ephont is good spy defense, and protection for Jabba, plus pullable. Guri is good for antimultiple battle destinies.
Hem helps you recycle cards and add to your battle destiny totals, and is pullable. IG with gun is always good. Jabba is your main enforcer. Mara Jade is good for Chamber watching, plus she gets her saber. Xizor just plain rocks. Reegesk steals stuff, if playing against WYS, get him out early so you can back up your guys with your opponent's vehicles. Snoova gets his nifty Vibro-Axe from the deck, pretty good overall character. SSA, the oddball of the group, adds +4 to Jedi deploying to same site or, if you choose his cousin, hurts smugglers and spies, instead, whichever you fear most. Always good for delaying beatdowns (or preventing).
Effects:
Disarmed helps against those pesky Jedi sabers. First Strike is good for inspiring battle (with Scum, you get 3 force retrieved for battling, 1 damage to opponent). Krayt Bones allows you to pull your creatures, start with it instead of All Wrapped Up against Hoth Objective. No Escape protects your direct Objective damage. Search and Destroy helps you get some more damage going and to get your opponent to come to you or go to where you can go to them.
Interrupts:
Beware, Mara will make it so None Shall Pass doesn't work. But no worry. I have both versions of Oo-ta in here, one cancels Kessel Runs and the occasional Nabrun Leids, the other lets your Bounty Hunters draw 2 BD if not able to otherwise to makes it so opponent can't draw more than one if they have a smuggle involved, plus both are pullable by the new Greedo (who also cancels Smuggler's game text).
Masterful Move is always good, get those pesky Savrips out of your way. Stop Motion is to prevent them from reacting away from you, They're Still Coming Through is your big Fallen Portal defense. We Must Accelerate gets your effects and Bridge out.
Spaceships:
Overall, a pretty balanced, humble, if not small fleet at your aide. You may consider replacing Dengar in Punish for Guri's ship, as it has better destiny and Guri in space could help.
Game?
First turn, pull your 2 docking bays. Get a strong alien out to your Chamber, preferably Mara... but you can also do Jabba/Bib pretty easily, though that wastes your beat down potential. You might consider putting the Dr. Evanzan combo, pull him first turn, simply to scare your opponent into thinking you're playing a weapons deck, since my Destroyer Court is out there.
You've got eleven 5+ cards in the deck to track with, getting them back in your deck is a piece of pie. You've also got nine 4s, and nine more 3s. That's 29 cards at 3+, 26 if you decide not to use All Wrapped Up to start with.
You really have to determine, what your opponent is playing. If its space, you're in trouble. You may be able to hold them off for awhile, but eventually, they'll out drain you. I never really was a space person, but if you put some more viable drain locations in the deck, you'll probably be better off.
Profit? You could go many ways. Mara and a Rodian, this would allow you to pull any Bounty Hunter (if you can fit a Jodo Kast in the deck, maybe replace Guri, then he could easily go down then for back up), or Snoova. Then there's the option to go with Jabba and Mara. The benefit of that is, there's the -1 to your aliens deployment, which means you can get Greedo down for free, Bib for 1 or Ephont down for 3. 5 + 2 + 2 + either 6 or 4, You've got a power of 13-15 on turn 1 there. If Scum is in opening hand? Ephont for 2 (or Bib for free), use Beedo instead of Greedo for 1, and then you've got 15-17 power. Trickery would certainly have to be up their sleeves to go against that.
2nd turn, if you felt like piling on the power, you could have Greedo (2 + 2 for Beedo) and Bib (power 6 with Jabba) pop down to add 10 to that total for free with Scum. Greedo gets your Oo-ta Goota out to insure 2 battle destiny or 1 against you if they have smugglers. 25 power at Chamber on turn 2, IF you felt like it. This is just to show you what this deck CAN do.
Now, you may figure, hey, I want to drain well in the deck, too. Add more locations, make your own version of Jabba's hit squad, e-mail me, and tell me how it works. The power potential for this deck, especially if you catch your opponent off guard, is pretty cool. I don't think anybody expects a Court deck like this since very few, if many at all, have faced decks like it.
All you need to know is, if you're facing against a Lightside ground deck, you should have a blast. If you truly fear WYS, put in another Virtual Oo-ta Goo-ta, since Greedo lets you pull it, and you can pull him, you've now got part of a defense network going. With the They're Still Coming Throughs, your other key point, the 2 Zuckusses in ships is your 3rd, Guri is your 4th. Maul in Ship is your final. Be very selective in your beatdowns, because they will win you your game.
See also
Sources
- Jabba's Hit Squad 2 (Wayback, 20051102154456)
- GPN Star Wars Decks page 35 (Wayback, 20050430203312)