ZombieTonyBlair
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Posts posted by ZombieTonyBlair
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your opponent isn't always going to have another luke in his hand. You're not always going to have a way to tactics bury luke available. And sometimes your opponent plays cards that counter tactics burying.
Removing a card from play is very often a very good play, because in the short term your opponent can't use that card against you.
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Play against it more and you won't feel that way anymore. I seriously think Lando's pod is the strongest Smuggler Pod.
Trust Me is good, but the 2-damage cost is enough that I will tend to save it for game changing events. As a DS player I will dare my opponent to cancel with it and give me an easy objective kill.
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wow, that's awesome for my main darkside deck.
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Carbonite Transport is a trap in competitive play. Don't use it.
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I think a lot of peoples problem with Scum and Villany is that they are wanting the faction to do things that it can't do consistently. What you should be focusing on is what it CAN do consistently.
1. Flood the board with resources. Scum has 3 good objectives that produce 2, units that produce resources, or put things with cost 2 or less into play for free, along with the standard enhancement resource cards.
2. Flood the board with solid to great 1 and 2 drops. I have a pure scum and villainy deck that has 18! units that can block the smuggler ships. Dropping 3 of those turn 1 isn't hard at all. And non of them bounce if I lose edge.
3. Slow down speed decks. Corrupt officials is one of the only good way to deal with the decks that can beat you on turn 2 or 3, and turn 1 Jabba can really slow decks down in multiple ways.
4. Solid non event control effects. Bounties, Bosk, and maybe some other stuff I'm not thinking of can't be stopped by Trust Me, Counter Stroke, or C3PO. There are very, very few counters to using Jabba to drop a Bounty at the end of their turn, and the only ones I can think of off the top of my head are scum and villainy cards.
5. Captured is the best control card in the game.
6. Destroy enhancements. and by destroy enhancements I mean blow up resource producers before your opponent has a chance to use them ever.
7. Beat Sneaky Ships consistently. I have looked far and wide and can't find another deck type that has a good match up, but pure smugglers built right has a good chance to win.
Build a deck that plays to those strengths and you'll have much more success.
What Scum and Villany can't do.
1. Use boba fett in an effective way. You need the Emperor's Web to make Fett playable in any way, and it's questionable if he's worth it then.
2. Use Slave 1, or it's objective, in any way shape or form. If the combo you have in mind requires Carbonite Transport to be in play, it's a bad, unrealiable combo and ultimately a trap against you if you put it in your deck. Slave 1 goes in navy capital ship decks where tractor beam is crazy good, and you never play slave 1, you just focus it for 3 force pipps. Do not put it in your Scum and Villany decks! it costs way too much, is too fragile, and when it's got a million blast damage it will spend the whole game locked down by tactics.
3. Always have a captured unit at an objective. This is not a reliable strategy, since you could get a bad objective draw, or your opponent could just blow up and rescue the card. That is why capturing a card at Feeding the Pit and discarding it before your opponent can attack the objective is always the right play, even if you can't get the healing and card draw out of it. Cards on Jabba's reach are nice for the 1 or 2 turns you get the extra draw, but they won't last long, and they will go back to your opponents hand pretty soon.
4. Win Edge without cheating somehow. But they are awfully good at the cheating. though sometimes you get lucky and draw Outer Rim Space Pirates when you need them, and your opponent rarely plans on that happening.
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Can you use Spice Visions when you use Jabba's ability, or is the focus a cost of focusing him, or something like that.
whenever a focus token would be placed on one of your units, spice visions is usable. there is no stipulations what so ever on the card about what types of situations it can be used in.
Since placing the focus token is a cost, and doing anything to prevent paying that cost will prevent the action from happening, I'm not sure what the point would be of using Spice Visions on Jabba the Hutt when using his ability.
Kind of like, if you want to use You're My Only Hope, and you somehow prevent the sacrifice from happening, then you can't use You're My Only Hope, because the cost wasn't paid.
Micah
The cost was not prevented. The cost was still paid by focusing Jabba. Prevented would be something saying "Jabba cannot be focused." If Jabba was already focused, paying the cost would be prevented because exhausted units cannot be focused to begin with.
Step 4 of effects resolution of the FAQ says "Pay cost(s)." Ok, focus a ready Jabba, cost paid.
You're right that when playing You're My Only Hope, sacrificing a unit is a cost that must be paid. If sacrificing a unit is not possible, was prevented or something, then the effect does not resolve. However, if it was sacrificed, then somehow brought back from the dead, as long as it was sacrificed, the cost has been paid.
But the "interrupt" on Spice visions actually stops him from getting the focus token in the first place. So he never actually focuses. If it was a reaction that removed the focus token, then maybe it would work the way you explain.
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Spice visions says nothing about fulfilling cost requirements, and there is absolutely nothing in the rulebook about "Instead" and fulfilling costs. While there is some logic to your claim, it's not backed up by the rules in the slightest.
Look, I want the card to work this way, but I don't want to lose In a tournament because I was counting on it working this way.
It seems clear that "focusing" is the cost of his ability. And the rulebook seems clear that if you don't actually pay the cost, like by using an interrupt that stops the unit from actually focusing, that you didn't actually pay the cost and the action doesn't go off.
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I've found the trooper deck to be inconsistent, personally. Once luke and han's start hitting the table, it's hard to deal with them. Emperor's web does do wonders for the deck, though, as does sabotage in the snow.
But I've found my Pure Scum and Villany deck is a good match up vs smugglers so far. 2x jabba, 2x bosk, 2x greedo, 2x lucrative, 2x feeding the pit. It's 3-1 vs smuggler ships and someone else was playing it the time it lost.
I think the main probably is you are dead set on playing sith control. Smugglers beat sith control pretty easy. That's just the way it is now. Sith Control's reign of terror is over. You gotta adapt to something else.
Bounty takes care of the falcon if they don't have a counter.
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Can you use Spice Visions when you use Jabba's ability, or is the focus a cost of focusing him, or something like that.
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Also intimidated from Cruel Interogations
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if by cap you mean capital ships and not capture, then yes
What was in the S&V Cap deck?
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I just played against a wicked fast S&V capital ships deck with my pure smugglers (han/chewie/lando/smuggler ships) and while it got the DS to 11 on turn three, it couldn't stop the smuggler ships and events from wrecking the little defense it left behind, letting me steal the win. Turn 3 win is not that hard to pull off.
Tractor Beam hits the smuggler ships pretty hard when played right, and even 2 damage to Trust me to stop it can be risky against that kind of deck.
Keep in mind that dark side decks are much faster now and don't need to waste chuds blocking.They'll simply out race you.
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he means defense of.
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If an interrupt stops the focus token from being placed, would that stop the strike from completing?
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Corrupt Officials actually is a pretty good unit, especially as a defender. Holding them to soak damage isn't always the best play.
I agree that Tatooine crash is good, and it is redundant with Lucrative Contract. I originally ran both, but eventually cut the jawas. I might try swapping them for lucrative contract, because I agree with you about their pod pretty much exactly.
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And when you win edge, he kills things more often than captures them, which you often need for scum and villainy combos.
Although getting resources back after playing Capture isn't the worst thing ever.
If Boba Fett had 2 health, he'd be much, much better.
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5 cost just doesn't seem to fit into light side decks to me. it's the same reason I don't think Obi-won is very playable.
Getting a free person out of it the turn you play it is good, though in a vehicle deck you don't have as many characters and droids.
I've played decks with Home One in them, and it's uncommon to draw it and not be able to get it into play.
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I think Chewie gives you better options for murdering anything that can block your ships early game, as opposed to the falcon which is more late game. But I have this nagging suspicion that everyone else might actually be right about the falcon and I'm just being stubborn. The rest of the cards in the falcon's pod are definitely pretty good.
Tested the Superfriends with Self Preservation and it worked perfectly. The extra blast damage, force pipps, and stuff to make luke awesome really clicked. and being able to steal a force struggle with an action is also good. Had a little bit of trouble with resource matching, though.
What about "sneaky ships" with Lando? Something like:
Han x2
Lando x2
Falcon x2
Sleuth Scouts x2
Blockade Runner x2
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smaller decks mean you get to your good cards faster, and have more consistent results.
If you want to be competitive, you do need duplicates and limit yourself to 10 objectives total. Barring a few crazy cases, you'll find that just about every tournament winning deck in any card game like this plays the minimum number of cards allowed.
It's really not about what's left in your deck after something happens. It's about what you have available to do well right now in any given moment. Good stuff in your deck doesn't help you on the turn you absolutely have to win the game to avoid losing, only the cards you have in hand help you.
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Ghosts of the Darkside has been really good the times I've tested with it. Especially if dark memories can kill a unit before it fully resolves it's strike like a post in the rules forum says.
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really? That's not a very intuitive ruling, I assumed it happened after.
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I've been running similar decks, but without the falcon.
Sneaky ships with Home 1 instead of Falcon didn't work out so well, in my experience.
My superfriends deck runs lando, so it can't run another smuggler pod besides han. Luke and Secrets of Yavin are no brainers, and I tried a couple games with Yoda last night, with mixed results. When yoda's objective flips your resource curve becomes awesome, but 8x enhancements that cost 1 and produce 1 meant they were clogging up my hand. And yoda isn't super useful as an attacker unless you are already dominating. I'm trying Self Preservation instead when I test today.
My other superfriends deck is pure smuggler, han/lando/chewie and also runs the smuggler ships. It's like the best of both worlds, and it makes other people upset when they play against it. I've had people quit off of OCTGN when I played Let the Wookie Win, and targeted chewie with both effects to reflect 4 damage by doubling up on his reaction. I haven't lost with it yet, except one game where I was paying more attention to the anime I was watching than to the game.
Neither of these decks run anything that costs more than 4, so upping your resource curve means you can play a big guy and little guy the same turn, or save resources for your awesome events. I have yet to be convinced that the Falcon is worth it's big 5 cost. Though I'm all ears, since you seem to like it a lot. I've been wrong before. My experiences with Lando's pod is that it's insanely amazing.
I'm tempted to run Hoth Operations in the smuggler ships deck, since it has an extra vehicle enhancement to buff Rogue 3 with.

Deploy the Fleet + Kuat Reinforcements
in Star Wars: The Card Game - Rules Questions
Posted
Well, since that's Nate's call and not yours, the card is saying that.