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#106 Darth Maul, Sith Lord
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Entry: 12 November 1999


The Unofficial Jedi's Guide to the YJCCG Galaxy.

Compiled by jinnandtonic, November 1999.

Thoughts? You like this? You hate this? Email me!

The Unofficial Jedi's Guide to the YJCCG Galaxy is THE card strategy reference for Decipher's Young Jedi CCG. Starting with the first expansion, 'The Menace of Darth Maul', each individual card will be discussed until it can be discussed no further. Nevertheless, if I have missed something, email me at jinnandtonic@yahoo.com.au, and I will update it accordingly.




jinnandtonic's Grades:

Economy: F
Yuk and poo and things of that nature. With a Deploy of 6 and a base Power of only 3, Darth Maul / Sith Lord is not the kind of card dreams are made of. Even with an extravagant Power +6 in total location bonuses, this card is still hideously underpowered. A Damage of 6 means that you can kiss over a tenth of your deck goodbye if you lose him, and a Destiny of 1 means that drawing him as Destiny when you are fighting a Jedi will really rain on your parade. For usage only while necessary, in my opinion.

Decipher: F
It is a bit unfortunate that Decipher made their Starter Deck Inserts of Obi-Wan and Darth Maul rather crap, and unusable in any really good deck. I mean, while there is obviously no sense in making a starter deck insert as or nearly as powerful as its Rare counterpart, perhaps a little less of a gap in strength would be welcome. Characters like Darth Maul / Sith Lord (and the new insert characters in JC - boo) are reasonable on the planet upon which they are *based*, but utterly useless and annoying anywhere else. If you plan on playing YJCCG using only Tatooine sites however, this card really rocks! ( *sarcasm*, yeah!)

Overall Usefulness: F
There are a million ways to mess up using this card, and scarcely any ways of succeeding with it. And most of the latter depend on sheer stony-faced luck. Which, as any CCG player will tell you, is not the thing you should be placing too much reliance in, unless necessary.

FLAVOR TEXT: "At last we will reveal ourselves to the Jedi." - Darth Maul

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CARD FACTS:
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STARTER DECK INSERT, RED-DOT, STACKABLE

Deploy: 6

Power: 3

Destiny: 1

Damage: 6

Power Bonuses:

Tatooine/Mos Espa: +2
Tatooine/Desert Landing Site: +2
Tatooine/Podrace Arena: +2

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SPECIFIC INTERACTING CARDS:
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Sith Lightsaber
(#107, Menace of Darth Maul, Rare, Orange-Dot)
This lightsaber gives either Darth Maul or Darth Sidious Power +1 and a Destiny ? draw in battle. Not bad then, but a Destiny of 2 may give your deck nightmares. Maybe the card you need to keep your Sith Lord going, just pray you don't draw another of the blighters as Destiny (yay, Power of 5 on somewhere other than Tatooine!).

At Last We Will Have Revenge
(#121, Menace of Darth Maul, Rare, Yellow-Dot)
This gives Power +3 to Darth Maul if he is fighting a Jedi in battle. With the release of Jedi Council, this cad should become quite a bit more useful in Dark decks. A Destiny of 5 is nice, although if your opponent shuns the Jedi then you practically have a blank Battle card in your deck.

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IN BRIEF:
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Darth Maul / Sith Lord is on the poor side of mediocre. Let's just prove this with a few examples. Darth Maul and Ric Olie, in hand-to-hand combat in the swamps of Naboo! Oh. Ric won. Okay, what about Jar Jar Binks / Gungan Chuba Thief, stumbling and bumbling his way around at Tatooine / Mos Espa? Makes mince meat of this Maul there as well. All those who complained that Maul died to easily in the movie would have swallowed their tongue if Jar Jar had choked om to death with some stolen Chuba thirty minutes before the movie ended. One more example? Well, no, that last one was humiliating enough. This Maul is no Maul at all. Use him only at your peril.

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GENERAL PLAY TIPS:
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* Okay, how can this situation be salvaged? Hmm. In fun decks, if you are looking to use multiple versions of Maul, than this card is an obvious inclusion. Maul theme decks using Rare and Starter Deck Insert versions of Maul along with his faithful Sith Probe Droids are an idea. But what else? It is really tough! It is difficult enough keeping unarmed Jedi/Sith such as the Rare versions of Obi-Wan and Maul, and Qui-Gon alive let alone a measly 3 Power character overloaded with location bonuses! Another idea is the usage of Blasters to keep your expensive Maul's armed, although that is perhaps going too far to accomodate a mediocre card.

* Combination: Darth Maul / Sith Lord + lit Match + Voodoo Dance + ... whoops, sorry!

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ADDITIONS:
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Up to you. Think of anything else cool about his card, or combos that you have used to great effect? What about a particular game in which this card made you win? Send anything like that to jinnandtonic@yahoo.com.au and I'll add it here. I doubt it though. Will the subtitles of characters get sillier and sillier? Looking at some of the new JC ones, I mean...


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