SoCal Scoundrels aka "SoCoundrels"

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Re: SoCal Scoundrels aka "SoCoundrels"

Post by Kevbozzz »

TB wrote:How is bousch typically being used? simply as an ability four character who draws alone and has decent stats or is she in there primarily as an undercover spy? i mean, she costs six. thats alot for a semi-main (at best). Could somebody share info on how she comes in handy?
Her undercover abilities can be handy, but mostly she's just useful because she's an ability 4 scoundrel with a good matching weapon (well 2 good matching weapons, take your pick). Her deploy is really high, true, but with the deck's limited character options she makes the cut. I would definitely not cut her for a cheaper ability 3 Leia, because the ability to drop one character and draw 2 battle destiny is one of the best strength's of this deck.

It's kinda like how WYS uses Melas. If you could cut Melas for EPP Obi (and not pay +6 to deploy him) you probably would, and you almost never use Melas in other decks, but given the pool of usable characters he's worth running multiple copies of in WYS.


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Re: SoCal Scoundrels aka "SoCoundrels"

Post by TB »

yeah. That makes sense. and i can see how deploying her undercover to block a big drain can buy the deck time to régroup in some matchups. I use reacting leia, but i must admit that it has often been a problem that she is unable to draw on her own. and my idea of having her react with rebel agent on nar shadaa in order to keep that place clean from bad guys has proven to be a very inconsistant an situational concept. in other words: a * idea.
The deck simply doesnt play like that. Its more like a semi hit and run kinda deck. even though its a difficult deck to master, im liking it. the whole psuedo mains character selection and learning how to boost them with scoundrel effects is both challenging and good fun.

some questions:

I run boss nass chamber plus pullers. how do you get by without the extra activation?

Nelson talks about setting up "a number of interesting combos with cards like Scoundrel's Charm and your objective's 7-side." could you elaborate i bit on this?

did i miss a pull chain or do you just draw into landing claw?
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Re: SoCal Scoundrels aka "SoCoundrels"

Post by Bib Fortuna »

Charm gives you a pseudo Tunnel Vision. And the 7-side of the Objective can help you randomly "retrieve" a card each turn. It's a very flexible deck.
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Re: SoCal Scoundrels aka "SoCoundrels"

Post by TB »

Bib Fortuna wrote:Charm gives you a pseudo Tunnel Vision. And the 7-side of the Objective can help you randomly "retrieve" a card each turn. It's a very flexible deck.
I know. I just thought Kevbozz talked about some obvious abusing of a certain card combo or something like that.

Yes, the deck is super versatile. I just played two games with it. lost one won one and it is a fun deck. But its definetely not tier one, at least not when im playing it. I find it very hard to determine when to do what and i always feel only ALMOST strong enough to make the moves i decide on making. I gues that fits very well to the theme. Nice work, design team.
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Re: SoCal Scoundrels aka "SoCoundrels"

Post by darkjediknight11 »

TB wrote:did i miss a pull chain or do you just draw into landing claw?
the system.

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Re: SoCal Scoundrels aka "SoCoundrels"

Post by Airdog2003 »

I run boss nass chamber plus pullers. how do you get by without the extra activation?

Nelson talks about setting up "a number of interesting combos with cards like Scoundrel's Charm and your objective's 7-side." could you elaborate i bit on this?
Charm and Wookiee Wins help you loop cards like Flash or draw into hand the card you retrieved the turn before.

The deck generates okay. Pull both the Scoundrels Guild and the Undercity Street and you get 10 by yourself plus your 7-side helps you (unless you don't read your Objective's 7-side like *someone* did all tournament at Nationals) :P . In addition, most of your guys are mid-level exception types that deploy for 4-5 Force. You're not paying 7-8 for Mace/Qui/Jedi Luke.
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Re: SoCal Scoundrels aka "SoCoundrels"

Post by quesosauce37 »

Airdog2003 wrote: mid-level exception types that deploy for 4-5 Force

nerd
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Re: SoCal Scoundrels aka "SoCoundrels"

Post by ChristianAdkins »

Which defensive shields did you use?
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Re: SoCal Scoundrels aka "SoCoundrels"

Post by sac89837 »

quesosauce37 wrote:
Airdog2003 wrote: mid-level exception types that deploy for 4-5 Force

nerd
Rebel Agent - Hedo Turkoglu
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Chewie, Walking Carpet - Michael Olowokandi
Screaming Lando - Tony Allen
Lieutenant Blount - Beno Udrih
Dash Rendar - James Posey
Booster - Shareef Abdur-Rahim
Sergeant Doallyn - Metta World Peace - The artist formerlly known as Ron Artest
Boushh - Kayte Christensen
Mirax Terrik - Candace Parker
Corran Horn - Sheldon Williams
R2D2 - Nate Robinson
LE-BO2D9 (Leebo) - Mikki Moore
Talon Karrde - Jason Kapono
Figrin D'an - Charlie Vilanueva
Max Rebo - Drew Gooden
Wioslea - Jared Jeffries
Lieutenant s'Too Vees - Brian Cardinal
Colonel Cracken - Mkie Miller
Commander Vanden Willard - Luke Walton
Jeroen Webb - Sasha Vujacic
Momaw Nadon - Jerome James
Tanus Spijek - Tavis Outlaw
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Re: SoCal Scoundrels aka "SoCoundrels"

Post by Cam Solusar »

darkjediknight11 wrote:
TB wrote:did i miss a pull chain or do you just draw into landing claw?
the system.
The system only pulls Han's Toolkit.

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Re: SoCal Scoundrels aka "SoCoundrels"

Post by Advocate »

sac89837 wrote:
quesosauce37 wrote:
Airdog2003 wrote: mid-level exception types that deploy for 4-5 Force

nerd
Rebel Agent - Hedo Turkoglu
Han - Richard Hamilton
Chewie, Walking Carpet - Michael Olowokandi
Screaming Lando - Tony Allen
Lieutenant Blount - Beno Udrih
Dash Rendar - James Posey
Booster - Shareef Abdur-Rahim
Sergeant Doallyn - Metta World Peace - The artist formerlly known as Ron Artest
Boushh - Kayte Christensen
Mirax Terrik - Candace Parker
Corran Horn - Sheldon Williams
R2D2 - Nate Robinson
LE-BO2D9 (Leebo) - Mikki Moore
Talon Karrde - Jason Kapono
Figrin D'an - Charlie Vilanueva
Max Rebo - Drew Gooden
Wioslea - Jared Jeffries
Lieutenant s'Too Vees - Brian Cardinal
Colonel Cracken - Mkie Miller
Commander Vanden Willard - Luke Walton
Jeroen Webb - Sasha Vujacic
Momaw Nadon - Jerome James
Tanus Spijek - Tavis Outlaw
Wyron Serper - Kyle Korver
Tycho Celchu - John Salmons
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Re: SoCal Scoundrels aka "SoCoundrels"

Post by ChristianAdkins »

What does IHSA stand for?

Thanks.
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Re: SoCal Scoundrels aka "SoCoundrels"

Post by deadbody »

ChristianAdkins wrote:What does IHSA stand for?

Thanks.
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Re: SoCal Scoundrels aka "SoCoundrels"

Post by darkjediknight11 »

It should be IHSAR

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Re: SoCal Scoundrels aka

Post by sac89837 »

Advocate wrote:
sac89837 wrote:
quesosauce37 wrote:
Airdog2003 wrote: mid-level exception types that deploy for 4-5 Force

nerd
Rebel Agent - Hedo Turkoglu
Han - Richard Hamilton
Chewie, Walking Carpet - Michael Olowokandi
Screaming Lando - Tony Allen
Lieutenant Blount - Beno Udrih
Dash Rendar - James Posey
Booster - Shareef Abdur-Rahim
Sergeant Doallyn - Metta World Peace - The artist formerlly known as Ron Artest
Boushh - Kayte Christensen
Mirax Terrik - Candace Parker
Corran Horn - Sheldon Williams
R2D2 - Nate Robinson
LE-BO2D9 (Leebo) - Mikki Moore
Talon Karrde - Jason Kapono
Figrin D'an - Charlie Vilanueva
Max Rebo - Drew Gooden
Wioslea - Jared Jeffries
Lieutenant s'Too Vees - Brian Cardinal
Colonel Cracken - Mkie Miller
Commander Vanden Willard - Luke Walton
Jeroen Webb - Sasha Vujacic
Momaw Nadon - Jerome James
Tanus Spijek - Tavis Outlaw
Wyron Serper - Kyle Korver
Tycho Celchu - John Salmons
Not gonna lie. What is this?

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Re: SoCal Scoundrels aka "SoCoundrels"

Post by The Smoking Gungan »

how the frak is this deck supposed to win in 60 minutes?

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Re: SoCal Scoundrels aka "SoCoundrels"

Post by The Smoking Gungan »

The Smoking Gungan wrote:how the frak is this deck supposed to win in 60 minutes?
to put in some more content, it seems like a typical turn can start out something like:

-decide how much force to activate/how many cards to leave in reserve
-activate
-decide which scoundrel effect(s) you are going to play that turn
-put out the drain +1 scoundrel effect and try the destiny check
-fail the destiny check
-put out the take a card from force pile scoundrel effect and use it
-shuffle your force pile
-place a card on used or lost pile. shuffle that pile and take a card

So you've been doing stuff for like 5 minutes, but you actually haven't done anything other than like swap two cards into hand. Repeat variations of that for 6 or 7 or however many turns and you eat up a ton of your 60 minutes of gametime.

Aaron and Kevin, do you remember how many of your games at Nats with this deck went to time, and how many finished within 60 minutes?

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Re: SoCal Scoundrels aka "SoCoundrels"

Post by Kevbozzz »

The Smoking Gungan wrote:
The Smoking Gungan wrote:how the frak is this deck supposed to win in 60 minutes?
to put in some more content, it seems like a typical turn can start out something like:

-decide how much force to activate/how many cards to leave in reserve
-activate
-decide which scoundrel effect(s) you are going to play that turn
-put out the drain +1 scoundrel effect and try the destiny check
-fail the destiny check
-put out the take a card from force pile scoundrel effect and use it
-shuffle your force pile
-place a card on used or lost pile. shuffle that pile and take a card

So you've been doing stuff for like 5 minutes, but you actually haven't done anything other than like swap two cards into hand. Repeat variations of that for 6 or 7 or however many turns and you eat up a ton of your 60 minutes of gametime.

Aaron and Kevin, do you remember how many of your games at Nats with this deck went to time, and how many finished within 60 minutes?
This post basically sums up my entire experience with this deck. Don't forget you're also using Mirax and deciding which card to let wookies win. And of course the turns you play Flash of Insight and intentionally find ways to keep shuffling your deck until the card you want is on top. Also it retrieves every turn to slow things down more. There's just so much shuffling & pile manipulation. I didn't finish any scoundrel games in time. Granted I'm a slow player but I finished my Rops games on time. This deck plays slower than Rops!
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Re: SoCal Scoundrels aka "SoCoundrels"

Post by Airdog2003 »

I didnt find time to be a huge issue with this deck. I think only one of my SoCoundrel games timed out and that was against a DS deck that retrieves 80 bazillion force every game meaning I blame the DS deck more than my LS. I'm not sure I agree that this deck plays "slower than RalOps" since I times out two games with RalOps.

I really think it just depends on how well you know the Scoundrels deck. Going into Nationals, i felt pretty confident with it, having PT'd a number of games. This allowed me to play faster because I knew what my gameplan was ahead of time, was able to recognize situations and knew which Scoundrel effect I wanted. I agree that there are a lot of decision points as you play the deck though. I guess my friendly suggestion is just to keep practicing with it so everything becomes second nature and you spend less time reading cards to remember game texts...that and learning to shuffle faster ;) .
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Re: SoCal Scoundrels aka "SoCoundrels"

Post by stevetotheizz0 »

If my opponent is playing scoundrels, would it be rude to tell them to shuffle faster?

FASTER, SHUFFLE FASTER DAMMIT! :agrue:

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