Boba
Fett's Armory
By
Nathanael
Tripp
These last
two sets have been a blast, and two of the most game changing
sets to ever be released in my opinion. With that said, I've made
a new deck from the new set.
First off,
let’s focus on the new "goods" from Scum and Villainy.
My o’my how good they are. We have an equipment master, a gang
of pirates who love their build, some sneaky Jawas, a determined
Bounty Hunter, his wretched Hive, and some explosives. Sounds
like the making of a new Monty Python movie. In actuality, it
is the premise for a devastating new Light Side deck. Let’s do
a quick run down of the deck and see what this new set has to
offer.
Character:
I will be the first person to point out that mengo loves
Boba Fett (H); and he tells everyone about how great he is ALL
the time, and he has good reason to; Boba is a beast. With this
new set, he gets a boost with his Armor and Jetpack being made
into some very sweet Equipment cards. These are sure to put Boba
Fett on the top of everyone’s beat-down Character list. A few
other versions of Boba are included for stacking, but they lack
nothing in the power department and can easily hold their own.
But he is not alone in the Equipment love department.
Next up is
Dash Rendar, and he is back and better than ever. This version
can truly become a beast with just a few Equipment on him, gaining,
not only the Equipment bonus, but an additional +1 health and
+1 power for each Equipment attached to him. Theoretically, there
are eleven Equipment cards that you can attach to Dash making
him a 16/16 (without applying power bonuses) with Lucky, Stun,
Critical Hit, Parry, the ability to look at your opponents hand
and the ability to throw thermal detonators all over the Character
arena. Only two things could make this better: first (1), the
ability to search out Equipment whenever you need them, and secondly
(2), a way to make equip costs cheaper. We have both of those
abilities coming in Scum and Villainy.
Vizam is the
ultimate weapons master, and he truly shines when "showing"
others how to wield such deadly weapons as a Force Pike or Blaster
Rifle; reducing the cost of equipping these deadly weapons. R2-D2
(K) is a veritable swiss army knife letting you grab whatever
Equipment you need for any occasion. With a character setup this
solid and versatile, it will be very hard for most Dark Side decks
to crack our dynamic duo; and I’m not talking about Han and Chewy.
Character:
(14)
3x Vizam
(A)
3x Dash
Rendar (B)
3x Boba
Fett (H)
1x Boba
Fett (C)
1x Boba
Fett (G)
1x Boba
Fett (I)
2x R2-D2
(K)
Ground:
We start off with the typical inclusion of the Jawa Sandcrawler;
how many decks have there been in the last 4 years that haven’t
run at least one copy of the ultimate of utility cards. Now we
come to three new units from Scum and Villainy, and first up is
the Pirate Swoop. This may be the first utility card to rival
the Jawa Sandcrawler for its spot as the ultimate utility. Cheap,
fast and a HUGE ability are all packed onto this little guy. How
huge of an ability, you ask? How does tapping this unit to gain
one build point sound? Sounds good to me and the best part is
that there is no drawback whatsoever. Your opponent doesn’t gain
anything, you don’t have to pay force, discard a card – nothing.
Just tap the Pirate Swoop and gain a build point. It’s that simple.
The Jawa Hunters are just as amazing; with Stealth they can remain
untapped and provide a nice defensive unit. Or you have the option
to tap the Jawa Hunters to draw a card.
Last, but
not least, we have the Bounty Hunter Team. This unit has one of
the most unique Bounty abilities that I have seen. When it triggers,
you can put one build point on EACH partially built card in your
build zone. Swarms just found a new build generator, you just
have to make sure this unit gets a kill in; otherwise it’s a little
over-costed. There is a definite trend in many of the new ground
units towards combat utility. Basically, units that can serve
effectively as utility units or as combat units. This is a swing
in the right direction in my opinion.
Ground: (12)
3x Bounty
Hunter Team
3x Jawa
Hunters
3x Pirate
Swoop
3x Jawa
Sandcrawler
Space:
Obi-Wan’s Starfighter (B) and the Modified YV-330 (A) are both
standard units for Light Side Space and fit the bill again for
this deck. However, with each set it seems that Light Side just
keeps getting better and better units at their disposal in the
Space Arena. Scum and Villainy is no exception. There is a new
version of Luke’s X-Wing that is on par with the B and C versions.
It is sure to see play in most, if not all Light Side decks. But
the real star for the Space arena is Slave I (G). This
beauty comes packed with Stealth and a great bounty ability that
lets you draw 2 cards. Watch out swarm decks, easy kills will
see the owner of this unit drawing massive amounts of cards.
The new Kessel
Runner is a great little unit that gains you one build point at
the start of your build step if it is in the Space arena. The
only problem is the low health of the Runner that is where the
Jedi Interceptor’s come into play. As one of the few affordable
Intercept units for Light Side, this unit fills a key role that
LS had been lacking for some time. An additional point of interest,
the Kessel Runner is a Transport. This will be key later on when
we get to the Mission selection.
Space: (12)
4x Kessel
Runner
2x Jedi
Interceptor
1x Luke's
X-wing (B)
1x Luke's
X-wing (C)
1x Luke's
X-wing (E)
1x Slave
I (G)
1x Modified
YV-330 (A)
1x Obi-Wan's
Starfighter (B)
Battle:
Here we go again, Ket’s going to start spouting off about how
awesome Discuss it in Committee is and how every deck should include
eight-hundred copies of it… actually not this time; although,
if you wanted, you could easily switch something out to include
a few copies. This time, I am going with a much different idea.
Untap abilities have usually been limited to a low-powered unit.
Fett’s Determination, on the other hand, lets you untap any Bounty
Hunter. So now you can use Hidden Cost to deploy Boba Fett, attack,
play Fett’s Determination, attack again, and if all goes as planned,
win the character arena in one turn. To assist in this are three
copies of Trap Door!, which allows you to tap a unit and damage
it. This is especially handy against Stealth units or high-speed
units. Our last Battle card is the ever popular Dismiss and for
obvious reasons.
Battle: (8)
3x Fett's
Determination
3x Trap
Door!
2x Dismiss
Mission:
Here is where the deck really shines. With the addition of two
new Mission cards, the Bounty Hunter and Smuggler subtypes get
a huge advantage. Wretched Hive lets you search your deck for
any Bounty Hunter card and put it into your build zone with one
build counter on it. Talk about major build and draw advantage.
This means you will be able to cherry pick your deck for any copy
of Boba Fett you need without having to worry about drawing him.
Smuggling
Run, on the other hand, is a little more complicated. It requires
that you have a Smuggler and a Transport, and keep those two units
alive for an entire turn. The payoff, though, is huge, because
you will gain a net total of three extra build points. Seeing
as how the Kessel Runner, as mentioned above, is a Transport,
this meets one of the requirements. Dash meets the Smuggler requirement
and it should be fairly easy to keep Dash around, especially with
the help of Equipments. So let the build gain begin!
Mission: (6)
3x Wretched
Hive
3x Smuggling
Run
Equipment:
Here is where the mayhem starts. If you manage to build all your
Equipment on Dash with Vizam in the arena, you will end up with
the following unit:
5 Build (Total
18 Build and discard 4 cards with Equipment costs)
60 Speed
20 Power
18 Health
Critical Hit 2
Parry 1
Stun 2
4 instances of ‘Detach a Thermal Detonator -> Roll a die and
do that much damage to all Characters.’
When the build step starts, look at your opponent's hand or gain
1 Force.
Bounty: Draw a card
With something
that big, it would take the Death Star to put a dent in him. You
can also spread the Equipment around, thus making multiple beat
sticks. And nothing is better than having Boba Fett decked out
in all his Equipment. The last Equipment in the deck, and the
only card that can only be equipped to Dash, is Secret Compartments.
This little gem lets you give one of your Smugglers the Stealth
ability and only requires a tap. So if the Dark Side player tries
to out-speed Dash you have only to give him Stealth and all your
opponent’s effort is for not. With the amount of flexibility that
Equipment allows it should see play in larger amounts than ever
before. And, with Vizam out, this comes at an extremely affordable
price.
Equipment:
(12)
4x Thermal
Detonator
1x Blaster
Pistol
1x Blaster
Rifle
1x Droid
Battlestaff
1x Force
Pike
1x Boba
Fett's Armor (A)
1x Boba
Fett's Jetpack (A)
1x Electrobinoculars
1x Secret
Compartments
Total Cards
= 64
Final Points:
As you might notice, this deck breaks one of my normal hard rules
seeing as how it is over 60 cards. However with the amount of
draw that this deck has, the two extra cards shouldn’t be too
much of a problem. Your mulligan should be conditional on trying
to get either Dash or Boba. These two Characters are key. However,
you don’t want to tip your hat too early, so wait to build them
until the end of setup. The rest of the deck plays out pretty
simply and should gain you major card and build advantages if
it goes off like it should.
Alternative
Deck Ideas:
While this deck is both fun and very strong, there are also many
other spin-offs you can do of this deck. With a neutral theme,
you could gain bonuses from Jabba the Hutt and Locations. Additionally
you can use Dash to offset a Clone Deck that focus’ on Clone Blaster
and Clone Grenade. We are entering a new age, an age of Equipment.
As never before, this little used card type is coming into its
own and creating quite a stir. So give Equipment a try, you may
even find that there are other "hidden" strategies.
Download
this deck and other deck articles for LackeyCCG here.
Thoughts
or comments? Visit the message board thread for this article here.
About
the Author
Nathanael
has been a player since May 2002 and is currently the Playtesting
Chairperson and a member of the IDC Board. He has written a number
of articles for Wizards of the Coast and has been very active
with the SWTCG Hope of the Jedi tournament. Nathanael Tripp
has also been a member of both the Wizards and Rebelbasers forums
since January of 2002, posting under the name Ketricel.