Zeram The Jawa Horde, Masters of Tatooine

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Zeram The Jawa Horde, Masters of Tatooine is a Light constructed list published on Game Players Network.

Deck info

Introduction

The hutts? Just petty criminals. The Rebellion? A passing fad. The republic? Who cares about the republic? The only real influence on Tatooine comes from the only real power on the planet. The Jawas. The masters of the sands, bane of the jedi, and rulers of the dunes, this race towers over everything on tatooine, save only the world's twin suns.

Decklist

Objective

Character

Vehicle

Location

Effect

Interrupt

Epic Event

Strategy

The strategy is somewhat complicated, since jawas cant just run in andbash. Jawas need protection from characters and an edge in battle if they are to succeed.

To protect themselves from characters, I suggest Sandwhirls. Effectively placing a character out of play for free, these wonderful little storms can pacify rampaging Jedi or a swarm of troops in just one turn. Once the opponent is devoured by the sands, you might want to keep your jawas following the sandwhirl as it sweeps across the planet, just as a little extra protection. The only trick is that these storms must start at a desert, and that only one can be out at a time.

That was simple enough, but battles are more trickey. Eventually, you'll find yourself in the heat of battle, and ion guns verse lightsabres dont usually win. The trick to lightsabres is that they need destiny to work, and the opponents reserve deck is only so large. The more he activates, the smaller it becomes. So, I suggest using cards like Restricted Deployment and Go Nee Tay to force the opponent to activate his reserve deck all the more. Past the activation phase, he'll still have a reserve deck to draw from, so its your job to whittle it down before the battle phase. Try some Dune Sea Sabbaccs, which force him to use at least two cards if it is possible, plus, with the Jawa's Hero of the Dune Sea, the stakes are pretty high if they decide not to go for the win. Another card that can help drain the opponent's reserve would be Blue Milks. He is forced to activate, and you already need the card if you want to deploy your forces in the game (jawas need 1 from each player to go down). Once he doesnt have anything left to draw, the opponent can be massacred by your jawa swarms, even in close combat. Control their destiny, and the battle is yours.

Finally, since jawas are restricted to tatooine, you might as well make use of the terrain. You might notice this deck has no air support, and aside from a couple of the Jawa's human slaves, you're not leaving tatooine. This means the jawa's are going to be losing a lot of force from off planet. This means that in order to survive, the Jawa deck needs to be able to regenerate its losses.

Anything that allows retrival is vital to the Swarms success. Podracing allows a Retrival of 6, +4 more if I Did It deploys. The moister farmers are allowed to exist at the whim of their jawian masters only because they serve the Horde. In gameplay, this means that Harvests are very advantageous for the Jawa player. Keep owen & Beru at their home, under a jawa Garrison, maybe with Kalit's Crawler nearby to protect them from Sandwhirls and imperial raids. These loyal subjects of the jawas are able to retrieve 4 force a turn for their masters and can even retrieve the Harvests themselves so the regeneration need never stop.

The rest of the deck is just a matter of taste. Like jedi? Then play with Jedi. Like Profit more than Court? Then play with profit. Want air? That's keen, play with air. Maybe you'll even get some Tatooine Celebrations to work. Whatever you decide, you need only remember three rules: 1) Sandwhirls are key 2) retrieval is key 3) control of the enemy's destiny is key.

With any luck, no one will be laughing at the Jawa tournament deck anymore. Master the Horde and no jedi, nor swarm, nor hutt will stand against you again.

Have fun.

See also

Sources


References