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The Many Adventures of Michael Caine

Imperial Navy Scum and Villainy Combo

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Total Objective Sets: 0
    This deck tries to amass the bonuses of Orbital Bombardment, Imperial Vader and Michael Caine (aka General Mohc). The scum splash build off the bonuses. Jabba's Pleasure Barge can become a pod killer by itself, and Jabba himself can bring in the many cost 2 units and enhancements for one focus token.

    Ideally you want resources and defenders in your first draw and then an early game Jabba to start rapidly building your forces up
    Sample Hand Reload Other Information
    Resources GeneratedCombat IconsForce Icons
    000


    6 Comments

    Photo
    CarsonFlintlock
    Jul 17 2014 11:52 AM

    I revamped this deck with the release of Join Us or Die, and the results are impressive. I played against a Jedi deck, and I still found myself winning Force Struggles and Edge Battles.

     

    The same concept from the original deck, about getting resources into play early, is still ideal. However, last night, I never did get additional resource generating cards into play, but it was not an issue.

    Similar to what I was wanting to try right now. Did you try Vader's Fist in any version? Had any problems with Reserve Troopers?

    Photo
    CarsonFlintlock
    Jul 18 2014 01:46 AM

    Brob Zulu suggested adding Vader's Fist after him and I played. The thought hadn't even crossed my mind before then, but just looking at the pod, it synergizes well with The Second Phase. I'm not sure at this point what I would drop for Vader's Fist, but I would like to give it a go.

     

    Reserve Troopers won this game for me. For a cost of 3,and their combat icons, they are amazing. But, the fact that they need to be committed to do anything, can be a hindrance. That being said, I was able to use Award Ceremony to put them into play for only a cost of 2, and then they were committed to the Force, all during my deployment phase.

    Targeted Strike mopped up lingering units. Even if Echoes of the Force is played and they loose their commitment (after they have been declared as either attacker or defender), they can still fight (for the remainder of the engagement). 

    The fact they are not elite can pose an issue with how often you can use them in combat. Fortunately I had a Dark Trooper Project in play to grant them elite status.

    Because the Dark Trooper Legions are so expensive, I would cut one Second Phase. Maybe a Take them Prisoner as well if you wanted to play with 2x Vader's Fist. Overall you'll get a lot of extra blast damage and a beefy defender in the form of the 501st Legion.

      • CarsonFlintlock likes this
    What is your latest take on the deck? People have seemed to have really turned their back on the Reinforcements pod lately, so I'm wondering if you are still as high on it.
    Photo
    CarsonFlintlock
    Jul 25 2014 11:36 AM

    I haven't played recently, so I haven't had any new experiences to change my view on Reinforcements. I would like to do more testing, but I can't think of any other pod I would rather have in its place.

     

    Reinforcements synergizes well with the whole deck (for me):

       Orbital Bombardment and Trooper Assault both can beef up the Reserve Troopers

       Security Checkpoint (which is free and it stacks) works great with my  4x Phase 1 Dark Troopers and the other 3 units I can have commited

       Award Ceremony- there are 14 cards you can use this to put into play, though I would only use it on Motti, Mohc or the Reserve Troopers.

     

    That's just my take on it at least... why are people turning their backs on Reinforcements?


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