Phillip’s MKOS

Title: Phillip’s MKOS
Author: Phillip "Karrdeshark" Aasen
Date: Jan 15, 2001 Rating: 4.0


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Cards:

‘Objectives1 MKOS/FAI

Characters24 Jabba the Hutt x2 Arica Boba Fett w/gun Dengar w/gun IG-88 w/gun Dr. Evazan& Ponda Baba Snoova Bib Fortuna Myo x3 (Rep) Abyssin x10 Gailid x2 Mosep

Starships4 Zuckuss in ship Bossk in Ship Dengar in ship IG-88 in ship

Weapons2 Maras Stick Vibro-Axe

Effects11 Scum and Villainy Power of the Hutt (start) YCHF (start against non-SAC decks) There Is No Try/Oppressive Enforcment (start against SAC decks) First Strike (start) Reactor Terminal No Bargain Well Guarded (start) Hutt Influence Den of Thieves

Interrupts13 Ghhhk x2 None Shall Pass x2 Projective Telepathy x2 Abyssin Ornament x3 Twilek Advisor x3 Prepared Defences (start)

Locations5 Tat Desert Heart (start) Tat Jabbas Palace (start) JP Audience Chamber JP Lower Passages JP Entrance Cavern ‘

Strategy: ‘

I have played this deck and it whips serious buttocks. Now, here’s the strat. First turn, go get Hutt Influence and Audience Chamber using Power of Hutt and Tat JP. If you have any Twi’lek Advisors, this is the order you will find your effects S & V, Den of Thieves, No Bargain, Reactor Teminal. Don’t use the AC’s game-text until your second or third turn, so that you don’t search for a Jabba and then draw one. You don’t want to flip until you have at least one of the “enforcers”, Snoova, Boba Fett, Arica in your hand. Ideally, after three or four turns, your set-up should look like this Tat DH, nobody, Tat JP, one Enforcer and an Abyssin, JP EC, Bib and one Abyssin, JP AC, Jabba, Gailid, Mosep, Myo, JP LP, Dr. Evazan/Ponda Baba and one Abyssin. Don’t deploy Iggy or Dengar until you are sure you won’t need them in space. Keep to your own ground, except in space, and only deploy Enforcers when they try to battle you in Jabba’s Palace. Your drains will be uncancelable (Hutt Influence) and at the AC, Lower Passages and Entrance Cavern, you will be draining them for five off the top of their reserve deck and they cannot cancel it. Ha Ha Every time you initiate battle you retrieve 3 force and they lose one. If they overpower you, cancel it with a Projective Telepathy or, if you are using an Abyssin to fight, regenerate him and Ghhhk away the damage. By your sixth turn you will have canceled quite a few drains with your seemingly endless stock of Abyssins in your Den of Thieves. Deploy all of them+ one or two enforcers to a sight where the opponent is weak and the resulting battle damage is astronomical. I can’t really explain anymore about this deck. You just have to play it. Enjoy ‘