Peter Hall Wraaaaaarw (Wookies on Tatooine)

From SWCCG Wiki
Jump to navigation Jump to search

Peter Hall Wraaaaaarw (Wookies on Tatooine) is the Light constructed list Peter Hall posted on DeckTech.[1]

Deck info

Decklist

Objective

Character

Device

Weapon

Location

Effect

Interrupt


Original post

Wraaaaaarw (Wookies on Tatooine)

  • Author: Peter "martian" Hall
  • Published: December 31, 2000
  • Rating: 4.0
  • Description: Wookies bring their primitive lifestyle and lots of tech to Jabba's Palace.

Strategy

Not an overly serious deck, just something to try for fun if you're tired of Chadra-Fans.

Wookies are tough to play swarm-style because of the high deploy and low ability. So, I elected to throw in various high-ability characters to take care of drawing battle destiny, and use the wookies for Strangling and Vibro-Axing.

The bulk of the cards in the deck should be self-explanitory, so I'll limit my explanation to those cards that are not always found, or do not always work in other Agents decks.

B'omarr Monks - With two 2/1 JP sites, these guys are a must. Strangley absent in many of the Agents decks I see, probably on account of the rise of the docking bay.

Baragwins - Chamber provides a safe place to stick these guys. Six weapons and devices in the deck, so they earn their keep.

Bron/Tawass - Extra ability that can be fetched with YWTMTJN.

The Rebs - Great vs. Scum decks, where Uh-Oh doesn't help anyway. And they are helpful at non-JP sites vs. other decks. Luke is of course there for the ever-present BHBM. Switch him for Jedi or EPP Luke if you like.

Ke Chu Ke Kukuta? - You can actually set up a sizeable drain (with Tessek and Monks) using JP sites exclusively. Uh-Oh + a well-timed KCKK? can even the playing field vs. nasty Imps like Vader and Mara.

Wookie Strangle - Very nifty. Wookies start at power four, and that can theoretically be upped to ten with this deck. Can take out anybody with the right draw, but best used on low-power/ability losers like Evezan, Myo, etc. Nice for UC spies, too.

Disarmed - Great for getting rid of nasty weapons that do bad things to the low-ability wookies. Also good for making sure that *your* characters don't get Disarmed during *your* control phase.

Mechanical Failure - If you can't Ax 'em or Strangle 'em, Mech Failure 'em.

Underworld Contacts - Especially easy to pull off with this deck it has nine different kinds of aliens.

Vibro-Axes/Disruptor Pistols - Four weapons that can remove guys from a battle. Fairly good destiny in this deck, so the Disruptors should be effective. The wookies are capable of excluding most anybody with a good draw. Both work with Inconsequential Losses and the Baragwins.

Utility Belts - The power +2 makes Strangling and Axing even easier. Also works retrievable with the Baragwins.

Hope you have fun with it...

Original card list

As posted on DeckTech
Start(8) Agents in the Court Tatooine Hutt Trade Route (Desert) Jabba's Palace Audience Chamber Yarna d'al' Gargan HDTMF Uh-Oh Wise Advice Do, or Do Not Sites(5) Jabba's Palace Antechamber Jabba's Palace Entrance Cavern Tatooine Cantina Tatooine Jabba's Palace Tatooine Mos Eisley Characters (20) Arleil Schous B'omarr Monk x2 Baragwin x2 Ben Kenobi x2 Bron Burs Chewbacca Han With Heavy Blaster Pistol Lando With Vibro-Ax Master Luke Tawass Khaa Tessek Wookiee x6 Interrupts (13) Effective Repairs It's A Trap x2 Ke Chu Ke Kukuta? x2 Nar Shaddaa Wind Chimes The Signal x2 Wookiee Strangle x2 You Will Take Me To Jabba Now x3 Effects (8) Bargaining Table Bo Shuda Disarmed x2 Goo Nee Tay Mechanical Failure Superficial Damage Underworld Contacts Weapons n' Devices (6) Disruptor Pistol x2 Vibro-Ax x2 Tatooine Utility Belt x2


See also

Sources

References

  1. ↑ Wraaaaaarw (Wookies on Tatooine), DeckTech (Peter "martian" Hall, 31 December 2000). Preservation copies: Stephen Skilton; GitHub Pages; Wayback Machine.