Duke Jabba

Card draw simulator
Odds: 0% – 0% more
Derived from
Horrible Bosses 54 40 14 1.0
Inspiration for
None yet.

borghe 291

I loved Book's Horrible Bosses concept, but only managed to mill with it once. One of the big problems I came across was given the number of different die faces in the deck, I was playing my turns slowly causing me to lose the battlefield, which compounded in me losing many of my best cards to my own mill. I know many people have said "you take command center so your opponent will take their battlefield giving you shields", but that left me confused. Why take a battlefield whose only job is to make sure you always start with shields?

The second "problem" I came across, was that instead of milling, I was doing REALLY good damage. Against non-aggro decks Jabba I was surviving long enough that if I got two Sith Holocron early enough, it worked perfectly to put one to each character and just start the damage coming from early on. And doing so put me at no disadvantage to using any of my yellow tricks as they were all still available.

Which left me with aggro, including the all too common Jango Veers. Ultimately I resigned to going with the Ace in the Hole/Crime Lord wambo combo. Generating money in this deck is NOT an issue (so much so that I removed My Kind of Scum, a card I generally like, simply to free up deck space as I was never out of money). My only problem is that a lot of aggro, including many Jango Veers, are now running at least one or two He Doesn't Like You's specifically to deal with the big popular wambo combos. So I always have on the field, but my opponent usually has two actions to remove Crime Lord (one after Ace in the Hole, one after I focus).

Turn 0 - Mulligan and Battlefield

If I feel I am up against a strong aggro, I'll hard mulligan for Ace in the Hole and Crime Lord, and soft mulligan for Infamous. If I am less concerned with aggro, I will go for upgrades (starting with Sith Holocron).

Best Opener

Aggro IMHO is Infamous, Ace in the Hole, and Crime Lord. Non-aggro, any solid combination of cheap upgrades and decent die mitigation.

Battlefield we always want Emperor's Throne Room. We have enough specials and a fast enough deck, that we are looking to claim often, even if it means leaving dice on the table. An early claim to finish off a character can't be overstated enough (Force Throw, Mind Probe, Cunning, etc)

Turn 1

With hard aggro (particularly Jango Veers, Han Rey, Vader Raider), we should have worked to get Ace in the Hole and Crime Lord into our hand. Provided we got one or both, our goal this round is to make money. So the only cards we are looking at playing before we activate are any Sith Holocrons we managed to pull. If we managed to pull neither (or we are not going against aggro), the goal is to play aggressive control keeping our mind on our money. Ideally we want to end every round with 3 (especially against fast aggro) for the opportunity to draw into our combo. If the combo is a priority, playing Infamous at this point is a tremendous play (especially if you can roll into more during the turn)

The Combo

All assume you have 5 with Ace in the Hole and Crime Lord in your hand

Ultimate - Infamous and Throne Room in play

Play aggressive control for the round, but you do not want to spend money or claim late. After your opponent has played most of their turn, exhaust Infamous, play Ace in the Hole, roll in Crime Lord and resolve Crime Lord immediately. If you luck out and roll into , go ahead and resolve that as your Ambush. If you didn't roll into it, simply claim the battlefield. Your opponent has absolutely no way to avoid it.

Next Best - Infamous in play, but opponent's battlefield

Roll out a character. I'd say Jabba as if you don't get a from your roll, you can always reroll one. If not, then roll out Dooku. I can't think of many games doing this, where I didn't get at least one , especially with the upgrades we are playing. Next action exhaust Infamous, Ace in the Hole into Crime Lord, and either resolve immediately (if you roll ), or immediately, to resolve with your next action. In this case you do have to worry that they have a removal card.

The Rest

This is a pretty basic Crime Lord combo, however bolstered here by having Jabba, Dooku, and a number of upgrades with .

If you don't get the ultimate setup, obviously there are still all of the standard Crime Lord problems. Removal being the worst, disrupt next and finally reroll/facing. In this case, you usually want to work into resolving Crime Lord as one of your earlier actions, especially if you are needing to replace disrupted resources or a rerolled die. Fortunately with "the next best" above they only get ONE action (or tricks to two) to kill it, and if they have no resources out I feel Yellow players provide the only real concern.

The deck isn't flawless (no deck is), but it's suited me pretty well at well over a 50% win rate and still pretty fun to play. Especially when early in your turn you get the ultimate setup and your opponent is scrambling to resolve dice before his full health character leaves.

Enjoy.

No comments