Rogue Assassin AOTBS for classic
Rogue Assassin AOTBS for classic is a Dark constructed list published on Game Players Network.
Deck info
- Player: Rogue Assassin
- Published: 6 January 2003 (Game Players Network)
- GPN category: Standard
- Format: Premiere - Original VS3
- Side: Dark
- Starting Card: Agents Of Black Sun
- Strategy: Agents Of Black Sun
- GEMP Importable deck: Download (omits Greedo (V) (Virtual Set 3), Labria (V) (Virtual Set 2: Our Most Desperate Hour), Ket Maliss (V) (Virtual Set 3), Undercover (V) (Dark) (Virtual Set 3), Oo-ta Goo-ta, Solo? (V) (Virtual Set 3): not in GEMP)
Introduction
Agent of the Black Sun for the Classic Format
The published list has 61 cards.
Decklist
|
Objective Character
Device Weapon Starship |
Location
Effect
Interrupt
Admiral's Order |
Strategy
The basic idea of the deck is basically keep luke out of the picture - either by capturing him and putting him in the security tower or to continually kill him. Meanwhile all the other black sun agents go around either force draining (not a hugh force drain potential with this deck) or battle, which is the main idea of the deck, to eventually kill your oppoent by the force lost from battle damage. Most of the interrupts in the deck are in there to increase battle damage inflicted by either capturing or killing charactes before battle damage is worked out. The deck has no space potential but contains Battle Order and Imperial Decree to hopefully get around space drain orientated decks (whilst the starships in the deck disrupt them). Before the game starts the Average destiny is 2.4 and by the end of the 2nd turn it should be around 2.7. A synopsis of cards follows:
Starting: Ket Maliss (V) - on the first turn gets Greedo (V) (even if hes not going to be deployed into hand and Coruscant: DB on the table. Second turn it gets Cloud City:DB onto the table. There Is No Try & Oppressive Enforcement - Sense protection for all the interrupts used in the deck. Originally i was going to use a bunch of controls but making your opponent loss force, having to think carefully about when they use their senes and letting them know the interrupt will be back is far more fun :) You Cannot Hide Forever & Mobilization Points - First turn it gets Kuat before you activate and then sits on the table until you need Battle Order.
Characters: Basically a whole bunch of bounty hunters and black sun agents. Most can be retrived with Double Back (or Cloud City: Incinerator for Guri and IG-88). As soon as you get Labria (V) get Undercover (V) on him and get and informant into hand for reacting. As soon as you get Greedo (V) start taking the Oo-Ta Goo-Ta, Solo? (V)s out. These can be really useful early on. Everything else is pretty obvious. Originally i had three Vigos but they made room for more neccassery effects.
Starships: Basically all that could be used. Originally i had Punishing One, IG-2000 etc in the deck but most of the time i wouldn't want to giveup their matching pilots ground ability to fight to go into space where they aren't as good - although they still can in ZiHM or Jabba's Cruiser (which is why there is a second Space Cruiser over a second BiHT).
Inturrupts: Double Back is for retriving bounty hunters and Twi'lek Advisor is for getting effects out of the deck. The rest are for reacting to battles. Hidden Weapons for anyone who has Manalorian Armor, Imperial Supply for getting any force thats needed (IG-88 with Pulse Cannon), Informant for moving characters to the battle (via Undercover Labria), Oo-ta Goo-ta, Solo? (V) for more battle destinies or going against smugglers and You Overestimate Their Chances for doing something big.
Admiral's Order: Pretty obvious choice - it may not make all the Black Sun Agents Information Brokers all the time but when it does its useful with Information Exchange.
Effects: Battle Order (which can be pulled by YCHF & MP) is to be used against solely space drain decks to force them to come to the ground to force drain or to cancel Battle Plan (against space drain decks that are allready on the ground that have played Battle Plan). Bounty - obvious. Not much that can be used to capture in the deck but the retrival is be useful. Imperial Decree is used to ignore force drain bonuses (using the second part of the text) but controling Coruscant, Kaut and a Coruscant Location. Information Exchange is obvious and Undercover (V) has been explained above.
Weapons/Devices: Boba Fett's Blaster Rifle for Boba, Dengar's Modified Riot Gun for Dengar, IG-88's Pulse Cannon is for IG-88 (his assassinate ability is da bomb in battle), Vibro-Axe for Snoova and Mandalorian Armour primarilly for Price Xizor. Originally I had Blaster Rack (V) in the deck (and it came out first turn through prepared defenses) but as i only had three "matching weapons" it was dropped for something far more neccassery - TINT & OE.
To anyone who rates this firstly thankyou, secondly remember it is for the CLASSIC FORMAT and finally if you do rate it, and you rate it poorly can you please give some reasons and suggestions on how to fix the deck up. Thanks.
[swcironecg] thanks for rating it, port town district might be useful but theres no way i'm putting in tatooine locations. As for the jabba's through with you and all wrapped up - yep i'm going to make those changes. As for feltiperns stun rifle - no. Boba Fetts ritfle is in there for the exact same purpose as the pulse cannon, hit (and kill) everything. and Jodo can fire Boba's rifle for free. The idea of the deck isn't really to capture anyone (that why there are only two bounties) but to take them out. thanks again.
[big_chief04] Thanks for rating it. Why would i want to put in another fett? as for taking out all my "crappy capturing weapons" dengar's riot gun IS the ONLY capturing weapon, and as above i'm not including feltiperns rifle. Also there are only going to be 2 hidden weapons in the second version, and thats the minimum.
[Revelation] Thanks for taking the time to rate it. 14(15) characters in this deck is fine because 1 starts on the table, another can be taken into hand and deployed in the first turn and with this deck you can remove upto 22 cards, through the various pulling abilities and the 8 cards you start with, from the deck by the end of the 2nd turn. So characters are quite easy to get by the 3rd turn (at least) of the game. finally i'd never be using something like tunnel vision - putting a card in a deck with an average destiny that has to be lost to get something is not the way i'd go *message to everyone*
[bounty hunter6] did you read my response to big chief?
See also
Sources
- AOTBS for classic (Wayback, 20051102154456)
- GPN Star Wars Decks page 42 (Wayback, 20050430203312)