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As the battle between the Light Side and Dark Side wages across the universe, thousands of worlds and races are caught within the struggle, forced to either cower in the shadows or take sides.

Back in June, Joseph Brescol brought us the Bespins of Cloud City, a populace under threat from the Empire and forced to choose where their loyalties lie. Today, we look at another group caught within the Light Side/Dark Side struggle, yet rather than feel threatened by this conflict, they embrace it!

Introducing the scum of the universe—the Bounty Hunters!

“If you give it to me, I might forget I found you…”

Firstly—like Joseph’s Bespins—this is a deck for casual play, every card carefully chosen to fit in with the Bounty Hunter theme. Be warned, however, this deck is no pushover!

The Bounty Hunter Characters are all about sheer power, featuring up to 70 speed, 9 power, Critical 2, and bounties that include card drawing, healing, and additional build points.

Continuous repairs and upgrades have made their spacecraft pretty impressive as well. They are versatile (IG-2000 (A)’s choice to boost power or speed, and Hound's Tooth (A)’s pilot ability), durable (most have Armor), deadly (most have either Accuracy or Critical) and relatively inexpensive (most costing 5 build points or less).

Weaknesses to Overcome

As powerful as they are, however, the Bounty Hunters have a number of weaknesses that need to be overcome if you're going to win with this deck. The first is the Ground arena. It doesn't have one. Sure, there are units that can be put here, but very few that are in keeping with the Bounty Hunter theme.

Secondly, the Characters are expensive. Careful planning needs to go into this arena, otherwise you'll end setup with only one or two Characters facing down a Jedi Master—and just ask Jango how that ended!

The last weakness is potentially the most crippling. Upkeep. Bounty Hunters are a greedy lot. Stop paying them and they will stop working for you.

Building on Strengths

With those weaknesses, how does this theme win? In true Bounty Hunter fashion—sheer brute strength! This Bounty Hunter deck has to win early, because it will lose longer games against Force-using Characters and such healing tricks as Rebel Hangar. So, we're going to build on this theme’s inherent strengths and overwhelm your opponent in the Space and Character arenas, whilst pounding them with vicious tricks!

Space
It's a brave pilot that ventures into the Ord Mantell system...

The Light Side may have stackable Millennium Falcons and Luke's X-wings, but the Bounty Hunters have something far more stylish—a fully stacked Slave 1! It also comes with some great support in the forms of Mist Hunter (A), Punishing One (A) and IG-2000 (A)—each incredibly cost effective and made even more threatening by Guardian Mantis (A). The CloakShape Fighter (a favored craft amongst Bounty Hunters) is fantastic value at 2 build points, and during setup enables you to deploy a handy little unit (2/2, Critical 1) for very little cost, helping you draw deeper into your deck.

Ground
Well, this was always going to be a struggle. We're not looking to win this arena, and so want to waste as little build as possible here.

That said, we still need 12 units in our deck…

I have the answer! What do Bounty Hunters need whilst on the ground? Speeders! Zam's Airspeeder (A) and (B) are a must, each for 2 build and stackable. For the rest, we'll choose a range of speeders that don't cost more than 2 build, so that we're not disadvantaged if we draw these units in setup.

And where are they running these speeders? Where else than Mos Espa! With a total of 24 neutral units, this Location is fantastic in this theme deck.

Character
You really don’t want to walk into this room. All the big guns are here: Jango and Boba swapping stories, Durge looming over Boss, and wrinkling his snout in the corner is everyone’s favorite Bounty Hunter, Greedo!

To combat this arena’s high build costs, a number of units that can be deployed for relatively few build points have been included. These include a fully stacked Jango, a stacked Aurra Sing and—to recreate the Padmé bedroom assassination scene in Attack of the Clones—an Assassin Droid ASN-121 (A) and 2x Kouhun. Not only are these three units effective by themselves, but the Assassin Droid (together with 4-Lom (A)) helps out with IG-88 (A)’s Upkeep.

There were many options for a Location in the Character arena, but one just shouted to be used. Where do Bounty Hunters go to get their latest upgrades? Why, Watto's Shop, of course! This Location turns each useless Ground unit into a valuable build point, helping to pay Durge (A)’s regeneration ability and to bring the next bad-guy out to play.

Battle/Mission
Well, first we have to include Jango’s jetpack, so Dark Speed is straight in. This really helps with the low speed of a lot of our units. Continuing with the Kamino Attack of the Clones scene is Brutal Assault—lick your lips as Slave 1 comes in for at least 9 dice at Accuracy 2!

Next, the bounty! Death Mark is fantastic, as you'll take out at least one unit in the opening turn. If you didn't lay Durge in setup, he'll soon make an entrance!

Finally, every Bounty Hunter has a personal feud with someone out there, so Vendetta is in. It also fits in nicely with the violent nature of the Characters as they blast their way forward with unpreventable damage.

The Strategy to Win?

ATTACK!

This theme is fun to play, as it's very simple—just keep throwing yourself forward!—and it really causes your opponent issues. Boba Fett (G) takes away their Force, Bossk (A) takes away their Characters, and the beats just seem to go on and on, with Durge (A) appearing time and time again.

Will this deck win the next world title? Probably not—there are no Jawa Sandcrawlers in here after all—but it's still great fun!




Bounty Hunters!

character
Kouhun
Jango Fett (A)
Jango Fett (B)
Jango Fett (E)
Jango Fett (F)
Greedo (A)
Greedo (B)
Aurra Sing (A)
Aurra Sing (C)
Assassin Droid ASN-121 (A)
Bossk (A)
Boba Fett (G)
Durge (A)
4-LOM (A)
Dengar (A)
IG-88 (A)
ground
Flare-S Swoop
Swoop Bike
Zam's Airspeeder (A)
Zam's Airspeeder (B)
space
Slave I (A)
Slave I (B)
Slave I (C)
Slave 1 (D)
Slave 1 (E)
Slave 1 (F)
CloakShape Fighter
Guardian Mantis (A)
Mist Hunter (A)
Punishing One (A)
IG-2000 (A)
Hound's Tooth (A)
battle
Dark Speed
Vendetta
Brutal Assault
mission
Death Mark
equipment
location
Ord Mantell System
Watto's Shop
Mos Espa
Totals:
17 Character
12 Ground
16 Space
10 Battle
2 Mission
0 Equipment
3 Location


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"You were right about one thing, Master. The negotiations were short!"
–Obi Wan Kenobi

Gen Con or bust! That's my motto for the next month. I've been here in my lab cooking up combos and decks which boggle the mind and make even the purest of hearts giddy with evil, my friends—all my programming is now complete: I give you my Trade Federation deck:




Trade Federation

character
Darth Sidious (D)
Nute Gunray (C)
Rune Haako (A)
Super Battle Droid 8EX
Separatist Battle Droid
Infantry Battle Droid, B1 Series
Infantry Battle Droid
Destroyer Droid, P Series
Protocol Battle Droid (A)
Battle Protocol Droid (A)
ground
Destroyer Droid Team
Trade Federation Core Ship
Trade Federation MTT
Trade Federation STAP
space
Droid Starfighter DFS-1VR
Trade Federation Droid Bomber
Trade Federation Battle Freighter
battle
Trade Federation Offensive
mission
Blockade {TPM}
Gas Attack
equipment
location
Corridors of Power
Trade Federation Hangar
Totals:
21 Character
12 Ground
12 Space
4 Battle
6 Mission
0 Equipment
5 Location




This deck can be easily assembled and played, with units that work very well together… and a few sneaky tricks not even the most skilled player may expect. Modeled around the Trade Federation, this theme gave birth to a set of combos which will leave your foe screaming: "Ban!".

Combo #1: Nute Gunray (C) can be paired with Trade Federation Hangar to give all your Trade Federation Droids a 2-build point discount. Talk about a deck that can really pump out units—with this combo in play, 50% of the deck's units can be deployed for 3 build or less.

Combo #2: Deploy a Trade Federation MTT, and you can then pull 3 Droids from your deck. With the above-mentioned combo in place, the following units deploy for free:

Utility Cards

Maybe you noticed (as I did) that this deck doesn’t use a lot of Force. That's why I went old school and brought out the Trade Federation Offensive Battle card from Sith Rising. It’s a little expensive, but boosts the velocity of every unit you control in the arena you choose.

Gas Attack was another sure choice for this deck. One thing which worried me as soon as I started reading The Phantom Menace card list was Yaddle (A)—did Wizards mean to make Jedi Council Quorum this easy? However, Gas Attack puts a thorn in the side of those Jedi dogs; as soon as it's played, dice of damage are rolled. WHAT? CAN THIS BE? Yes, you can roll dice of damage during the build step. This will be a card that makes it into every Dark Side deck I play.

Arena-by-Arena Breakdown

One thing I've noticed about deck-based articles is the need for a simplified explanation of how each arena should be played, how the units in that arena may affect other arenas, and what other units might be good in the deck as well. So my pledge to you: from this point forward, expect an arena-by-arena breakdown in my articles.

Starting now:

Space

This arena looks a little weak to the untrained eye; however all Space units either deploy for free, for only 1 build, or have the ability to “slide” 5 build points into the Ground arena.

Just before last year's Gen Con, when Trade Federation "slide" units were released, I fell in love with this tactic. Pitching a unit in an arena that's already won in order to gain control of another arena is a great asset.

One trick is to have the unit which needs to be deployed facedown in the build zone, with enough counters on it that it may be deployed mid-battle. The other trick is not to deploy it until after all attacking units have tapped. That way, for at least one round the unit doesn't face the risk of termination. This same tactic is also used in Ground.

Ground

Bring the PAIN—with this deck, you should never lose Ground. This arena plays itself. Just hold on and watch the fireworks. I included the new Trade Federation STAPs, which deploy for free with our Combo #1 in place. Need more Droids? Then try Combo #2. Also use Corridors of Power (and good timing) to maximize your surprise swarm.

In addition to the slide tech, I also threw in the Destroyer Droid Teams. This unit allows you to select its speed or power at the beginning of the battle step, which you keep until the end of turn. This will be a huge asset against those Light Side players who try to run Duel of the Fates. Select speed for the first round, and then power for the next couple of rounds (if the Ground battle lasts that long), for a combined 60 speed/8 power/4 health unit with Shields 1—and all for 6 build.

Character

I know what you’re saying: "This won’t beat Jedi." Oh, but it will. Jedi who can’t afford to Evade are no better then the ears removed from a gundark—and with the addition of Darth Sidious (D), even Yoda (D)'s Evade becomes costly. Plus, most Droids in play either have Shields or let you draw cards when they're discarded; this helps fill your hand with Droids which can be played for a discount.

The Character arena will also gain the most benefit from your selection of Battle cards. With Nute Gunray (C), for example, all of your Trade Fed units gain free Intercept; this can be made very effective by playing such cards as Vendetta.


In conclusion, this Trade Federation Deck has great potential. Modify, expand, and build on this concept—this deck has a lot of room for customization, and anyone can take the basic concept and make changes to fit their play style. Keep in mind, the Gen Con title you've been thinking about all year is just around the corner.

"Wipe them out, all of them."
–Darth Sidious


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