Phil Aasen My kind of Abyssin v2 0
Phil Aasen My kind of Abyssin v2 0 is the Dark constructed list Phil Aasen posted on DeckTech.[1]
Deck info
- Player: Phil Aasen
- Published: 13 January 2001 (DeckTech)
- Published title: My kind of Abyssin v2 0
- Format: Premiere - Reflections II
- Side: Dark
- Starting Card: My Kind Of Scum
- Starting Interrupt: Prepared Defenses
- GEMP Importable deck: Download
- Strategy: This deck retrieves and drains, retrieves and drains, retrieves and drains. Oh, BTW, this deck retrieves and drains. (the drains are uncancelable)
Decklist
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Objective Character
Weapon Starship |
Location
Effect
Interrupt
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Original post
My kind of Abyssin v2 0
- Author: Phillip "Karrdeshark" Aasen
- Published: January 13, 2001
- Rating: 3.5
- Description: This deck retrieves and drains, retrieves and drains, retrieves and drains. Oh, BTW, this deck retrieves and drains. (the drains are uncancelable)
Strategy
I have played this deck and I know it works because its 15 and 0 against 15 four star It's pretty simple to play and doesnt require too much difficult destiny tracking until later in the game. Your goal is to drain/battle them out without being too dependant on either one. I use a very nice little machine that my friend Josk Gatrez cooked up for me that helps me battle better. What you do is get out S and V ASAP and start deploying your Bounty Hunters and Jabba/Gailid and Mosep/Bib Fortuna. Save the Abyssins for canceling drain, Den of Thieves, and later in the game, fining there weakest ground point and deploying six Abyssin for one force each and mutilating them. Now back to the machine. It combines these five cards Projectives Telepathy, S and V, First Strike, Abyssins and Ghhhk. What you do is deploy something to a place that the opponent has presence, on the ground, deploy an Abyssin and initiate battle. You retrieve three force do to S and V/First strike and they lose one force. You then can either cancel the battle with a Pro. Tel. or continue, lose the Abyssin and regenerate him and Ghhhk away the rest of the battle damage. You can also do this in space even against an X-wing swarm. Deploy Dengar, Bossk and IG-88 in their ships at different places. Put Bossk at there weakest point along with one other ship and deploy dengar or IG by themselves. Fight with Bossk and co. and Cancel the Battle with Dengar, then move them all together and they wont be able to knock you down. Repeat as necessary. Some people may think I have low activation but I dont really. Thanks to Jabba himself I activate 1 force every time I drain with an alien so drain even if your draining for nothing. Thanks to No Bargain and None Shall Pass anyone who attempts to invade will have a bear of a time trying to keep their people alive. I can swarm them with abyssins from the Den of Thieves and unless (1) they have the system on table (I dont put it in the deck) or (2) they are playing Nabrun Leids they cant run and they cant hide. You will try to have flipped by your third turn which should be no problem. I have Reactor Terminal so you can recycle all those lovely high destinys (the average red card destiny in this deck is a four). Dont do much battling until your deck is down to about 18-20 cards with about 50% five destinies and clump them together using Reactor Terminal and track them so those nice little X-wings can swarm only to find themselves facing 12+ attrition with no ammunity. Hutt influence will cut any nonsense about canceling my drains because I just match one Abyssin w/ one Bounty Hunter and they cannot stop me. Ive got to go now but I will add anything I think of later ASAP. Thanks for taking the time to read this.
Original card list
Objectives1
MKOS/FAI
Characters24
Jabba the Hutt
Mighty Jabba
Mara Jade, TEH
Boba Fett w/gun
Dengar w/gun
IG-88 w/gun
Dr. Evazan& Ponda Baba
Snoova
Bib Fortuna
Myo x3 (Rep)
Abyssin x10
Gailid
Mosep
Starships4
Zuckuss in ship
Bossk in Ship
Dengar in ship
IG-88 in ship
Weapons2
Mara's Stick
Vibro-Axe
Effects11
Scum and Villainy
There'll be Hell to Pay
Power of the Hutt (start)
YCHF (start against non-SAC decks)
There Is No Try/Oppressive Enforcment (start against SAC decks)
First Strike (start)
Reactor Terminal
No Bargain
Well Guarded (start)
Hutt Influence
Den of Thieves
Interrupts13
Ghhhk x2
None Shall Pass x2
Projective Telepathy x2
Abyssin Ornament x3
Twi'lek Advisor x3
Prepared Defences (start)
Locations5
Tat Desert Heart (start)
Tat Jabba's Palace (start)
JP Audience Chamber
JP Lower Passages
JP Entrance Cavern
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See also
Sources
- My kind of Abyssin v2 0, decktech.net
- My kind of Abyssin v2 0, stephenskilton.com
- My kind of Abyssin v2 0 (GitHub Pages)
- My kind of Abyssin v2 0 (Wayback of decktech.net)
References
- ↑ My kind of Abyssin v2 0, DeckTech (Phillip "Karrdeshark" Aasen, 13 January 2001). Preservation copies: Stephen Skilton; GitHub Pages; Wayback Machine.