Vannor

Like the first one, only better and less confusing :)

Objective (1)
Court Of The Vile Gangster/I Shall Enjoy Watching You Die

Locations (10)
Jabba's Palace: Audience Chamber
Jabba's Palace: Dungeon
Jabba's Palace: Entrance Cavern
Jabba's Palace: Rancor Pit
Tatooine: Great Pit Of Carkoon
Tatooine: Jabba's Palace x2
Coruscant:DB
Executor:DB
DS2:DB

Characters (22)
4-LOM With Concussion Rifle
Cloud City Engineer
Darth Vader, Dark Lord Of The Sith x3
Dengar With Blaster Carbine
Dr. Evazan
Emperor Palatine x3
Gailid x2
Grand Moff Tarkin
IG-88 With Riot Gun x2
Janus Greejatus
Mara Jade, The Emperor's Hand x2
Mosep x2
Myn Kyneugh
Sim Aloo

Starships (5)
Boba Fett in Slave 1
Bossk In Hound's Tooth x2
Zuckuss in Mist Hunter
Dengar in Punishing One

Interrupts (10)
Alter
Force Lightning x2
Prepared Defenses
Sense x2
Twi'lek Advisor x2
Young Fool x2

Effects (9)
Imperial Arrest Order
Oppressive Enforcement
Overseeing It Personally x2
Reactor Terminal
Security Precautions
There'll Be Hell To Pay
You Cannot Hide Forever
Your Eyes Can Decieve You

Weapons (3)
Mara Jade's Lightsaber
Vader's Lightsaber x2

Ok... some of the strategy behind the deck hasn't changed, so if you were one of the ppl who were kind enough to review this deck the first time thru, it may seem a little repetative so please just bear with me so you don't miss out on the suggestions I've taken to change the deck. If I happened to make a minor mistake in this section its due to the fact that I'm modifying the origional strategy section to account for the many changes that have been made, please don't hold any minor flaw (like saying something 2x or contradicting myself over something that has obviously changed) due to my late night typing against the deck. Thank you :)

First off the Objective's purpose is not to flip. It hurts the opponent if they leave me alone and pulls out a few sites in the beginning of the game for force activation. You start by pulling out JP: Dungeon, JP: Audiance Chamber and Tat: Pit of Carkoon. Then you use Prepared Defenses to pull Oppressive Enforcement, Imperial Arrest Order and You Cannot Hide Forever. I use IAO not only to prevent a nabrun beatdown, but also to pull all my DBs early and up the generation. Next, as soon as you can, you use the ACs game text in order to pull one of the following: Mara, Mosep, Gailid, or if by some chance you got all of those, some other alien of your choice, prolly Dengar. Put Mara down early to get some damage done and throw her saber out too. If you pulled Mosep throw him down ASAP to get the draining from their RD instead of their hand. After this you try to get the Emperor to the Palace. Once he's there you play Overseeing It Personally on him and boost your drains by one where theres an Imp, +2 once you get Gailid out on table. You can lose You Cannot Hide Forever to pull OIP if nessisary, or you can get OIP out fast with the Twi'leks and then use the Twi'leks to pull another fun effect: Your Eyes Can Decieve You. Once you have them being drained from their RD, YECDY stops them from knowing what they've lost. Even if they look thru their RD every turn they'll most likely only remember the key cards in their deck. This is an advantage, tho not one anyone relies on... I have it in there mostly for amusement even tho it is a decent strategy.

Now you just continue pulling the JP sites with the JP game text, drain away, and get ready to rumble. Hopefully you'll have gotten one of the two palaces by this point. You'll be beating them up pretty bad so they'll be forced to come to you. Once this happens you fight them off as you'd like, its your turf after all. There are plenty of good cards for ground fighting in this deck and you're not fighting on their terms so no suprises there. If they happen to try and destiny adders or other annoying cards like Glancing Blow, Clash of Sabers, Courage of a Skywalker, you can just Sense it. If they happen to play Honor of the Jedi, you just kick them off your planet. You should hold 3 sites pretty easily.
The Alter is just in case they open with Honor of the Jedi so it is not immune yet. I believe that I'll be able to hold the 3 battlegrounds, but if I get a lucky draw and have Alter in my opening hand, tossing Palpatine, Mara, or Vader to Alter it in the beginning of the game is still a little easier. Its also useful against any other effects that are not immune that they may toss out. Along with the Objective dealing damage and your massive drains they'll be hurting in no time. They try spies to stop the drains, you Force Lightning them... nice and easy. Oh and I almost forgot... hold on to the AC heavily so none deploys there and have Palpatine hold the entrance (not alone of course) by use of Force Lightning. Then they hafta go thru him, the AC or use spies to get in to the Palace. Thats about it... on to specifics :)

Hidden Base (space): I use my bounty hunter ships in addition to Security Precautions to give this deck type a good run. Just pull the bounty hunter ships and use them to probe. Establish the drains on the ground in order to start chewing them up, and the loss of their main strategy should be able to slow them effectively enough. Even if you don't find their Hidden Base, tho you should, your drains should still be able to out run anything they can do to you.

There is Good in Him: Nice and easy again. Chances are they plan on winning a few quick battles here so you just don't give em the chance. Wait for Luke to come looking for dad, snatch him up, stroll on over to Palpatine and nicely track a 6 to pop him off with using Force Lighning (6 due to the 7 defense value) After that you should be able to kill what they throw at ya on the ground. Just boot em off your planet and establish some damage as usual.

Profit: You pick Mara and the Cloud City Engineer as your 2 aliens at the chamber. You use the 2 force to convert the AC back to yours and pull Evazan. Then put down Dengar when you get him and don't let them take control of it. You should be able to hold out better then they will be able to due to this head start. If they manage to unfreeze Han just get IG-88 over to him and recapture him. After that just move him away so he can never be freed. If Han messes with Palpatine Force Lighning him and put him outta play with Young Fool. Then you just go back to normal playing. Beat em down and drain up a storm :)

Against Jedi Training: Although the first test does cancel my drains, I'm not too scared. If they leave me alone, they still lose to my normal drains and the Objective too. If they come after me, I can track destinies to kill their main character (Luke or Leia) with a Force Lightning then Young Fool him/her if you can. That eliminates a good deal of the threat. At that point they've lost their main character and since he/she is out of place the completed tests are lost giving you back your bonuses. Even w/o a tracked destiny, I still only need a 5 to hit either of them. I can also capture any other major player in their deck. Then I just effectively fight it off Tatooine like any other ground deck and get my renewed draining and Objective damage through. It would be a tough run but I think this deck is quite capable.

If you wonder why I use DV:DLOS instead of Lord Vader, its because he can choke characters flat out ~and~ still hit with the saber. Lord may be a beast with a saber, but he doesn't fit quite as nicely. The other thing is Menace Fades. Its a nice card and all, but like I said. I don't plan of letting them vacation long at the Palace before their time is up if you know what I'm getting at, so a battleground site will be a lil tough for them to pull off. They leave Tatooine to cancel my drain bonus, they take the extra damage Gailid woulda deal from the Objective instead while I drain for normal amounts :)


Response to Reviews: I guess someone still thinks Menace as well as Honor will give me trouble. All I can say is that Honor can be taken care of so they'll still be taking the off-Tatooine damage. As for Menace, even if I can't stop them I can convince them to come to me or I can send a force out if they're hitting me hard with drains. If they play ground with a little space, I take the system... after all I can pull all my BH ships. If they play space with a little ground, I can beat down on whatever they throw out. I still don't see it as much of a problem. If you still think I'm weak against this, want to criticize me for it, and you think there is some better way to deal with it, please let me know.

Next some ppl seem to think that Jedi testing and TPTIFF will be able to stop me. I disagree on this point as well. Once they pull off Jedi test 1 it may cancel my bonuses, and this slows my draining to a crawl. This doesn't worry me for one reason only. ALL Jedi testing decks that I've seen to this point take the game to the opponent once they finish testing. The hard part will be fighting them off, but I've done it before and can do it again. As an added bonus I can delay their completeing their tests, I mess with their training draws (using Janus), which gives me a nice head start on my drains. I can also mess up their tracked 7 for test 5 and stick them with something like a 3.
Yes this is still the hardest challenge for the deck and yes its possible that I'd lose. I know all this. I not sure a 3* rating is appropriate for being weak against just 1 deck type... the description on a 4 1/2 star rating describes that.

The Super Falcon shouldn't be much of a threat. Dengar in his ship cancels the immunity and I can pull a few ships to deal with it. No immunity + my battle destiny = dead Falcon.

And as for PTIFF, I can deal with that as well. I do happen to have 5 BH ships that I can just pull out of my RD. I just pull as many as I think I'll need to hold the system and deploy them there in order to cancel the effect.

Some ppl seem to think that 3 Palpatines is excessive, but I disagree. He is ~key~ to the deck so I want to be positive that he'll live. I've played many decks with multiples of the mains and I always find a deck I face where I need them. Besides, since when has haveing extra destiny 6 cards floating around in your deck ever been a bad thing??? And in response to camaro_2784's comment about tracking for force lightning, it wouldn't be all that tough. I only need a 5 or higher to hit a Jedi, of which I have plenty. I can also use the part to lower the defense value by 4 then capture them with IG-88 or hit them with a saber and Young Fool them.