1999 Decipher World Championship Maarten Logghe LS
1999 Decipher World Championship Maarten Logghe LS is a Light deck by Maarten Logghe, published on Trandosite.[1]
Deck info
- Player: Maarten Logghe
- Format: Premiere - Endor (from the card pool)
- Published: Trandosite
- Side: Light
- Starting Card: Mind What You Have Learned / Save You It Can
- Strategy: MWHL-CC Mains Deck
- Event: 1999 Decipher World Championship
Decklist
|
Character
Device
Effect |
Interrupt
Jedi Test Location
Objective Starship Weapon |
Strategy
This was the light side deck used by Maarten Logghe at the 1999 World Championship Finals.
I hear you all say, what on earth was he thinking!
Yeah, I know. Let me explain the deck and how I chose it.
I have a big problem in finding a light deck. Fortunately almost every worlds players had the same problem. I've build lot's of decks but none of them was good enough. So it came down to playing this deck or a Harvest deck. The harvest deck had a big problem against Hunt Down, so I chose this deck. This CC deck, was designed to defeat hunt down decks and I expected to see a lot of them. One of the advantages this light deck also had, is it's really fun playing it!
I usually start without a starting effect, but against a fast draining deck I start Battle Plan.
This deck has a great drain potential, pucimyr, saber, drain 2 sites, can give it quite a strong drain. Furthermore my Cloud City sites are safe from walkers and Path Of Least Resistance rules. If need be I can do some serious unexpected damage. Like, Path of Least Resistance followed by Sorry About The Mess, followed by deploying some characters, followed by a Clash Of Sabers, followed by a battle. Or other neat tricks you can do with Path of Least Resistance (like battle with a lone EPP, strike an important character and before they draw destiny and kill you by attrition, escape with path of least resistance).
- against Hunt Down : No Transmission Terminated, no spies in the deck. Deploy Luke or Obi as fast as possible to Cloud City, so you both start losing to visage. If they start dueling, get one of your 3 anti-duel cards in hand through Tunnel Vision. If possible trap Vader on the Weather Vane, so he's effectively out of play for the rest of the game. Battle them...
- only do the 1st test when you need to. Preferably with Orrimaarko or Tawss Khaa. Use projections to even reduce drains more.
- against space : Landing Claw and one ship + Yoxgit. with tunnel visions you should be able to get them into hand fairly quick. Drain as big as possible on Cloud City. Yoxgit is also useful in stopping a drain of 1. lose a weapon or device and retrieve it to hand in next control phase.
- against heavy SAC : only SAC protection in the deck is MWYVL. If you play a Hunt down, SAC is out of the question since opponent get's +8 on draws. I felt the +4 for opponent was good enough to stop SAC. (I haven't had an interupt or effect SAC'ed all day)
- against operatives : start battle plan, drain on CC as big as possible, first jedi test, Projections.
- there are 2 off the edges in the deck. Lot's of 5's and 6's. You should be able to track a high destiny. If you have 2 off the edges in hand, play one. Immediately followed by another one in the next turn, so you retrieve the first one. In most of my worlds games I was able to retrieve 4-7 cards with off the edge.
the key of the deck is let them get to you. Heavy drains on CC, jedi test1 and projections are the means to accomplish this.
Now on to the weather vane issue.
the weather vane compliment of this deck consists out of 5 cards. 1 Weather Vane 2 Fall Of The Legend 2 Desperate Reach
these 5 cards together gives you a Bacta Tank substitute, much less versatile of course. You need 2 force (Fall of the legend), a fall of the legend, a desperate Reach and weather vane on table and somebody to save lost in a battle or duel from CC. Not quite tempting, I agree :)
However Fall of the Legend is a 6 destiny used, with which you can searh the weather vane from your deck. So getting your weather vane on table is not that difficult. And you can put it back at any time to recycle a 6.
This combination also only costs you 2 force, and your character is back in the game in your move phase. So you can battle, lose a character to the weather vane and put him back on CC in your move phase, while with Bacta Tank you need to wait till your next deploy phase.
Desperate Reach is a 5 destiny which also cancels Imperial Barrier. Now 'imperial barrier' has seen a lot of play and so 'Desperate Reach' could be quiet surprising! In the current metagaming environment this can potentially be devastating.
Also, weather vane + chasm walkway is an instant Dr Evazan for the light side. Unfortunately it works for both sides, but Light side has currently more character weapons running around.
So how did it do? Well, the deck didn't do quite well (as expected). But I did do well against Hunt Down. Won 1 and lost 1 very close. Against operatives, an early failure at the cave, Dagobah Cave, killed me and against Gary's Raltiir operations with a god draw, I couldn't do anything (Death Star, ice plains, wampa cave and generic site in hand. A second turn flip, and by the third turn 3 Blizzard walkers were occupying the 3 Raltiir sites.)
Don't understand me wrong, I don't think this deck was good enough for worlds, but I do think it's better than people think when they first glance through the cards. In 3 of my 4 games someone was at some point at the Weather Vane. I played several pickup games the day before and in all of them the Weather Vane was used. (the fourth game was against operatives)
Well, have fun with the deck, maarten
See also
Sources
- MWHL-CC Mains Deck on Trandosite. Preserved copy: Internet Archive
References
- ↑ MWHL-CC Mains Deck, Trandosite (Rod Latham). Preserved copy: Internet Archive