The Best Kind of Scum
Title: The Best Kind of Scum
Author: Dennis "Denethor" Jeffris
Date: Apr 4, 2001
Rating: 4.0
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Cards:
‘Starting (8)
Court of the Vile Gangster/Luke is good tasting
Great Pit of Carkoon
Audience Chamber
Dungeon
Prepared Defenses
No Bargain
You Cannot Hide Forever
All Wrapped Up
Locations (4)
Lars’ Moisture Farm
Cantina
Jundland Wastes
Rancor Pit
Starships (5)
Stinger
Virago
Zuckuss in Mist Hunter
Dengar in Punishing One
Bossk in Hound’s Tooth
Characters (14)
Bib Fortuna
Boelo
Ephant Mon
Dengar w/ Carbine
Boba w/ Rifle
IG-88 w/ Rifle
4-LOM w/ Rifle
Guri
Prince Xizor
Jodo Kast
Djas Puhr
Dr Evazan + Ponda Baba
Bane Malar
Snoova
Weapons (1)
Vibro-Ax
Creatures (1)
Rancor
Interrupts (18)
Hidden Weapons x2
None Shall Pass x2
Trap Door x2
Elis Helrot x2
Imperial Barrier x2
Imbalance
Ommni Box + It’s Worse
Defensive Fire + Hutt Smootch
Oh, Switch Off
Jabba’s Through With You
Twi’Lek Advisor x2
Double Back
Effects (8)
Search And Destroy
First Strike
Scum And Villany x2
Secret Plans
Hutt Bounty
Expand The Empire
Blast Door Controls ‘
Strategy: ‘
NOTE I don’t like Power of the Hutt. I don’t have it, but I don’t think it would be very useful in my deck anyway. I don’t think Jabba is that useful in here either. Mighty Jabba and Power of the Hutt are restricted in Tourney play anyways. Also, I don’t have Mara Jade… anyone wanna trade me one?
edit - MAKE SURE you deploy Dungeon in front of Audience Chamber so you can retrieve 2 force first
Here is my first Court deck. I’ve played it a few times and revised it a few times. Start with those cards above, and if it’s obvious he’s not playing numbers, go ahead and look for Search and Destroy -do this BEFORE activating- (if he’s playing a mains beatdown deck, you might want to keep YCHF in there to use IG-88’s riot gun or Boba’s Rifle, as his Jedi are defense -1).
If s/he’s playing a space deck, they most likely won’t have much activation for the first turn or 2, so send Zuckuss in Mist Hunter up to a planet. Every turn, continue to send up ships to that same planet that you may think he might need. Usually, I send them in this order (unless they’re in my Force pile) Zuckuss, Bossk, Dengar, Virago/Stinger (depends on hand). You can survive the 1 force loss per turn if you don’t have enough force to get characters to Tatooine. Deploy sites as you get them for activation/drain potential. If your opponent deploys any amount of characters to a site, you most likely will be able to go down and capture 1 or 2 of them, then eat them. Don’t be too worried about losing a character here and there Scum and Villany + First Strike are very useful, as you usually retrieve them. This is why I don’t have more characters in here. The rest in mostly your normal Court strategy, like using None Shall Pass, etc.
Some card explanations
Search and Destroy Lure them down to Tatooine so they don’t lose a force EVERY turn.
Imbalance Thanks to Eric Bailey’s ”Shoebox Cards That Are Actually Good” article, I realized this is one of the best cards in the game. How many decks retrieve Force? Let’s see… all of them?
Secret Plans Even better when combined with Imbalance. Makes retrieval almost not worth it.
Hutt Bounty How many Watch Your Step decks are out there? Tons. I even play one. Capture their smugglers (who are forfeit +2 from the objective, and if it’s Wedge Antilles, +4) and reap in the benefits. Especially if it’s Wedge or Han.
Blast Door Controls Cancels Narrow Escape, which is sometimes used to get out of bounty hunter’s grasps. But more useful, it cancels Rebel Barrier. Die, lone Ralltir Freighter Captain Also cancels Blast The Door Kid which is also sometimes used.
Ability, Ability, Ability As from what I’ve seen, most light decks don’t play tons of ability cards (except X-Wing swarm EBO decks). Usually, I have lots of my hunters out. Plus, it’s an incentive for them to come and try to fight.
Expand the Empire Deploy on Audience Chamber or a Force Drain +1 location. Easy way to get aliens or drain for tons (unless they have Menace Fades or Test 1).
Oh, Switch Off Guri, IG-88, and 4-LOM are 3 of your best characters. They won’t die easily.
Defensive Fire + Hutt Smootch Easy trackable 2 (for Hidden Weapons) or to capture (then eat) pesky Cracken/Boussh/Blount or whatever else they play.
Ommni Box + It’s Worse Lots of decks play It Could Be Worse, so make them pay. Or track your 5 destiny and mess up their tracking.
Double Back A ”just in case” card.
I realize my Hidden Weapons will either do nothing or hit them. I tried to edit it to help this out a little, but I can’t really find the right cards. Any help would be greatly appreciated. If they’re camping in an interior site on another planet and have Insurrection out, it might be hard, but usually they have their docking bay out. Or you can find room for Cloud City Docking Bay and a Spaceport Docking Bay just in case. I never found it a problem though. ‘