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Stop Hurting Youself
Submitted
CarsonFlintlock
, Nov 30 2013 05:08 PM | Last updated Dec 01 2013 07:13 AM
Imperial Navy Scum and Villainy Experimental
Affiliation:
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Star Wars and all associated elements are © 2012 Lucasfilm Ltd. & TM. All rights reserved. Fantasy Flight Games, Fantasy Flight Supply, and the FFG logo are trademarks of Fantasy Flight Publishing, Inc.
8 Comments
Moorsh Moraine to increase your unopposed bonus, and Tarkin for a fun little pod health reducing bonus.
It does lack resources. I have been able to try it once, and with only 1 Control Room (and no cost 1 units) it can be a struggle to choose what to build.
1x The Ultimate Power
2x A Dark Time for the Rebellion
1x The Bespin Exchange
2x Hive of Scum and Villainy
2x The Shadow of Nar Shaddaa
2x Hunt Them Down
Hunt Them Down has free resources (at a huge catch), however both Tarkin and the Aqualish Thug's unique abilities are not triggered by their participation in an engagement. I will try it out Friday to see if it actually works.
A first turn Remote Hideout can be a death sentence.
I can never say that I am excited to see any of the cards from The Bespin Exchange in my hand, with the exception of The Outer Rim Hunter. So I might swap it out for a pod with resources, I am looking at The Hunt for Han Solo, Trandoshan Terror or Jabba's Reach.
The Hunt for Han Solo gives you the Ugnaught (resources) and 2 copies of the Z95 (great attacker or defender(which the deck could really use))
Trandoshan Terror provides 2 resources if you draw the pod itself, a Bounty, a Heat of Battle and then all of the Trandoshans can be good defenders.
Jabba's Reach has the Prized Possession (resources, yeah!), but it also has a Gamorrean Guard (defense). Jabba's Pleasure Barge is a good attacker or it can basically make a non elite dedicated unit function like an elite dedicated unit with its reactionary ability. Then we have Jabba himself, and while he provides no real resources, his action ability can be very useful (considering that with him in the deck there would be 14 cards he could put into play). However, at cost 5, I could not put him into play very easily.
Imperial Navy affiliation
1x Death and Despayre
2x A Dark Time for the Rebellion
2x The Shadow of Nar Shaddaa
2x Hunt Them Down
1x Hive of Scum and Villainy
1x The Hunt for Han Solo
1x Trandoshan Terror
I went in Favor of Death and Despayre over The Ultimate Power because of Devastator and Imperial Officer's Reaction ability, both of the pods have Control Room, but Death and Despayre has 2 resources on the card itself. Then the Defense Upgrade is always nice too (thus bolstering defensive play a bit).
I dropped one Hive of Scum and Villainy for a Trandoshen Terror. Once again, this new pod has 2 resources right on the objective card itself. Trandoshan Hunters function well as a defensive unit, and Bossk (while definitely not a first turn unit) can be useful as his ability lets him function like the "Captured" event that is not present in this pod.
Lastly, The Hunt for Han Solo instead of The Bespin Exchange. Ugnaught: more resources. Z-95: Powerful unit (one of my favorites. Neutral, one black unit damage and one black objective damage, 3 health and a great interrupt ability. What's not to like?) I usually just throw the Cloud City Incinerator, but the Carbonite Activation Chamber can either shut down a couple of pesky characters or one stronger one (great offense or defense capability).
I have a bit of a love/hate/hate/love relationship with Hunt Them Down right now, so I don't want to look at moving them around. Yet.
Probably gonna try a Navy/Sith variant using Nightsisters as Aqualish Thug wannabes. It prolly won't deal as much damage, but might end being somewhat more stable.
And speaking of the multiplayer box, this could be a really cool 2v2 deck paired with a swarmy Navy deck with a few more Scum tricks!
Unfortunately, the Aqualish Thugs are neither a Bounty Hunter or Mercenary unit, so the objective card itself could not put them into play.
But with some tweaking as you mentioned this could work really well in multiplayer, especially as the Aqualish Thug deals damage to both opponents pods.
Resources were an issue with this deck, but with the new FAQ having 2 Remote Hideouts is now a great situation as they don't stack!
I also decided to swap 1 Hive of Scum and Villainy and 1 Hunt for Han Solo for 2 of the new The Findsman's Intuition. It's got force points for edging, its got a unit for dedicatiing, it's got cheap events and enhancements, what's not to like? That and the event Pay Out can free up my Scum pods so I can buy more in the same turn? Okay. Pay Out also works great with the ability of The Shadow of Nar Shaddaa, which has you place 2 focus tokens on the pod to place 1 focus token on a target attacking unit.