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Capture and Discard
Submitted
droopymccool49
, Jun 02 2014 11:38 PM | Last updated Jun 03 2014 03:35 AM
Sith Control Scum and Villainy
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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.
7 Comments
How are your resources? i don't see many cards that get you more resources. But i'm kind of new to the game so what do i know
2x Jabba's Palace, 2x Upnaught, 2x Slaver Holding Cells and the virtual resources from 2x Pay Out.
With Jabba's Palace being unique and Upnaughts being 1 for 2, it can be weak on a bad draw. But an early Pay Out or Slaver Holding Cells (assuming you can keep control of the Force) should really smooth the deck's curve. The counterpoint is, however, in Cruel Interrogations. You normally want to open with it for cheaper Weequays, but that means Pay Out will net you one less resource.
This seems like a neat capture deck to try out. I like the Headhunters from Hunt for Han; they're pretty solid units.
Also, your bunbun icon is awesome. x3
Like the idea. Definitely short on blast, but that's okay if the goal is to just stall.
Well, the whole goal of the deck is to win the force battle and stall out. I actually discovered quite a nice combo with Zuckuss and the Hunt for Han Solo. When Zuckuss focuses, he can select a unit to capture from the top three cards. This can then be placed on the Hunt, revealed, and the focus token can then be removed. Zuckuss is then able to strike again in the engagement, and although he is not able to activate his capture ability, he still gets to lay additional damage and focus tokens. Of course this assumes he wins the edge battle, but if so, he can do quite a bit of stalling. This tactic becomes even more deadly if a Z-95 is on the board. The Z-95 can participate in a separate engagement and assuming that a unit is captured, this can then be used to remove the yet another focus token from Zuckuss, who hopefully has already struck twice. Zuckuss can then participate in the third engagement, repeating what he did in the first since his ability can be used once per engagement.
There is an additional resource in the deck that Magestaat missed, the Jawa Trading Crawler. That being said, I do admit that resources can be a bit tight, but with the right draw, things can move along quite smoothly.
I have been tinkering with removing the Cruel Interrogations x 2 and adding in either The Tatooine Crash x 2, making the deck pure Scum, or swapping in Scouring of the Empire x 2 or Plan of the Prophetess x 2. The advantage of the Tatooine Crash is of course the consistent capture and making sure that Pay Out nets the maximum resources. Adding either of the other two Sith sets provides more force control to help with stalling out as quickly as possible.
Lucrative Contract x 2 has also caught my eye, so that may be an option as well. Of course, as soon as Iggy hits, more than likely he will replace which ever one of these I choose, as he will receive a nice boost from the Ugnaughts.
Its hard for me to get on board with any scum deck that doesn't have 2x lucrative contract. The corrupt officials are just too good. Maybe I'm over-valuing them, but to me they're the keystone of any scum deck.
If I go all out Scum, Lucrative Contract is certainly in the running, I just don't know what I would cut. The corrupt officials would certainly help with stalling out, and it would even indirectly support winning the force battle, since I would not have to focus my force dedicated units for attack. That being said, I feel that including Lucrative Contract would actually put a big dent in the capture of the deck. I could cut the Hunt for Han Solo for them instead, replacing Cruel Interrogations with The Tatooine Crash.
Tinker, tinker, tinker....