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#75 Aurra Sing, Bounty Hunter
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Entry: 30 August 1999


The Unofficial Jedi's Guide to the YJCCG Galaxy.

Compiled by jinnandtonic, August 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: A+
Well, you probably have heard of this little card already. By a wide margin, the most economical character in YJCCG. Aurra deploys for 3 and has a base Power of 5 (!), with combined location bonuses of Power +3. She also has Damage of 3 (which is nice, considering her Power) and an okay-ish Destiny of 3. Certainly a more powerful card than's SWCCG's Boba Fett, which raises a few questions...

Decipher: D
Here. Well I am reserving judgment to some extent, but in the end this could have easily been an F. Aurra Sing got a split-second of screen time in Episode I: The Phantom Menace, yet she is more powerful overall than either Maul, Sidious or Obi-Wan. Why? Why? Why? Decipher's official story as far as I can work out is that they designed her based on some important scenes that were later cut from the version of SW: The Phantom Menace that you, me and almost everyone else in the world saw four and a half times (nearly). And there has been some rumors going around that Aurra will play a large part in the forthcoming prequels, and even that Aurra Sing is Boba Fett. Seems a bit silly, but then the mightiest Jedi Master in Star Wars is really Grover in disguise, so...

Overall Usefulness: A+
Are you kidding? Most tournament-quality Dark decks are packing multiples of Aurra Sing, and why shouldn't they? She is the best card in the game. Instead of deploying that Darth Maul, Sith Apprentice (Power 6), you can deploy two copies of Aurra Sing in a turn, in other words two characters with Power 5 or a total Power of 10. Before location bonuses or weapons, this is the best possible in the game (bar Ric Olie deployed thrice). It speaks for itself. Load this girl up with her personalised weapon (or better, a Blaster Rifle) and you have a hit-woman of the finest order. Even if she winds up getting killed, you are only going to incur 3 Damage. Go, girl!

FLAVOR TEXT: Beautiful and ruthless, Aurra Sing is well worth the price of her exorbitant retainer.

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CARD FACTS:
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RARE, RED-DOT, STACKABLE

Deploy: 3

Power: 5

Destiny: 3

Damage: 3

Power Bonuses:

Tatooine/Mos Espa: +1
Tatooine/Desert Landing Site: +1
Tatooine/Podrace Arena +1

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SPECIFIC INTERACTING CARDS:
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Aurra Sing's Blaster Rifle
[#108, Menace of Darth Maul, Rare, Orange-Dot]
What have we here, another cool personalised weapon that has a vicious drawback. Aurra Sing's weapon gives her Power +2 and a Destiny ? draw in battle, or any other character a Destiny ? draw. That's all good and dandy, it also has a Destiny of 1. Maybe a couple in an Aurra Sing heavy deck, but I would still be looking to include 7 or 8 Blaster Rifles. That extra Power +2 is not going to help you if you draw another of Aurra's Rifles as your Destiny, is it?

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IN BRIEF:
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Aurra Sing / Bounty Hunter is probably the single most useful card in the Menace of Darth Maul expansion. More useful than the Blaster Rifle? More useful than The Negotiations Were Short/Opee Sea Killer? I am not sure, but it is close. Let's face it, 10 copies of Aurra Sing / Bounty Hunter will probably aid any Dark deck. Dare I say that every Dark deck should have those 10 Aurras? No, but it almost seems that way. It will be interesting to see if Decipher eventually issue this card with errata, to make it less of a power card. Judging on previous decisions, you would think this would happen. However, if they were going to change it at all, they probably would have changed it by now. What will be even more interesting is to see is if Aurra Sing will have a prominent role in Episodes II and III. Time will tell, and Decipher seem to think they have some idea about this...
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GENERAL PLAY TIPS:
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* A bad girls theme! Aurra Sing / Bounty Hunter for red, Ann and Tann Gella / Sebulbas Assistants for green, and Gardulla the Hutt for blue. Ten copies each of those supposing you have them, along with a healthy quota of Blaster Rifles and Aurra Sing's personalised Blaster Rifle. Probably a fairly effective theme to boot. And fun.

* Aurra Sing / Bounty Hunter's FQ is a pretty tasty 8. The second highest currently possible and the same as the two Amidalas (Royal Leader and Ruler of Naboo) and Mace Windu / Jedi Master, among few others.

* Style tip: Be at Tatooine / Podrace Arena. For a split-second.

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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. Aurra? Not sure about these names with double-meanings, but along with Darth Insidious we now have Aura Sing.


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