2003 Chandrila State Championship David Destefanis LS Massassi Base Operations

From SWCCG Wiki
Jump to navigation Jump to search

2003 Chandrila State Championship David Destefanis LS Massassi Base Operations was the Light Side constructed list played by David Destefanis at 2003 Chandrila State Championship, finishing 1st; the list below is as posted on DeckTech by David "Lirkas 'DDM'" Destefanis (2003-06-10).[1]

Deck info

Decklist

Lines that could not be matched to a card page are printed as written.

Objective

Character

Effect

Interrupt

Admiral's Order

Location

Starship

Weapon

Device

Defensive Shield

Not identified

  • Yavin IV: Ruins / War Room
  • Red Squadron Leader

Original post

Chandrila State 1st place LIGHT (a.ka. Broken Advance v.1.5)

  • Author: David "Lirkas 'DDM'" Destefanis
  • Published: June 10, 2003
  • Rating: 4.84
  • Description: Unbeaten. Hell of fun. Heavily teched. Won against 2 IO/IC(V) decks. :)

Strategy

Overall idea

This deck was created because I found a way to abuse yet another card (the first was Imperial Domination in my Dark winning State deck):

Advance Preparations (V)

This card was created to help MBO, but the broken strategy I found worked really well in another type of deck, Hidden Base (either Y-Wings or B-Wings version).

I won't dwelve into the HB decks right here, it will be a topic for an article soon (because it would be really long).

How this card was broken ???

First of all, let me remind you of its text:

USED: Once per game, deploy Death Star:Trench, Attack Run and/or Proton Torpedoes from under your starting effect. Immune to Sense.

LOST: Retrieve 1 Force. Or if One Million on table, retrieve any 1 card.

While many persons use this card to deploy from under their starting effect the 3 cards listed, well, there can be worse: you can really deploy MORE than ONE Proton Torpedoes from under your Starting Effect.

Read again the card carefully and you'll understand that you can do it.

And as many of you know, it is way better to use the Enhanced Proton Torpedoes (because they deploy for FREE).

Now the point is "why would anyone want to deploy more than 1 Proton Torpedoes ???"

Indeed, by doing this you're taking up cardslots better used for Shields.

Well, the reason has better to be a good one. And indeed it is.

The reason is a SINGLE card: Let's Go Left.

Game text:

Non-pilot characters aboard starships are forfeit -4. Whenever a player's starship is 'hit', that player loses 1 Force (2 if starship wa by Proton Torpedoes). At systems where you have only Ep1 starships, all of those starships are immune to attrition

See the bold text underlined ? This is what makes Advance Preparations (V) strong.

It lets you deploy from under your starting effect as many Proton Torpedoes you need (and they don't take space in your life force / deck), and you just need one single Combined Attack (LS Premiere Lost Interrupt) to blow ANYTHING out of the sky, with a MASSIVE force loss.

Yes indeed, it works.

The Cumulative rule does NOT apply, and there's nothing the opponent can do to stop this damage from happening if he has a starship in space.

To let you understand, I won the final vs. a Tie deck thanks to this combo (win by 29).

Let's say that you have 4 X-Wings at a system. Play Advance Preparations (V) to get 4 Enhanced Proton Torpedoes (1 on each of them). Play Let's Go Left. Attack play your usual Organised Attack and then play Combined Attack to shoot the Executor. You draw 4 weapon destiny (+4 bonus), the Executor is 'hit'. And it is 'hit' FOUR times. (100% confirmed by the rules)

The Executor goes down in flames with another 8 Force of PURE damage, not counting the possible beatdown you may have caused.

So this was the combo.

In this MBO it is just like a Cherry on the cake. It is a game winner, but you can win without.

Overall Strategy and purpose of the deck:

MBO has never been a top deck out there. It is however really fun. Winning a tournament with it, muh less a State, is a challenge in itself. I like challenges, so I tried. :)

The goal of this MBO is to:

- be able to flip really soon (even 1st turn) if you wish.

- not suffer from drains at your Yavin IV sites.

- make the opponent pay if they think they can invade Yavin IV by killing everyone there.

- keeping solidly 1 or 2 systems for drains, and keeping Menace Fades in effect.

- suprise and fun, of course. :)

The deck managed to do everything surprinsingly well.

In short, starting effects and card choices (mainly Swamp, Haven and Tigran Jamiro (V)) means that you can flip pretty quickly.

To prevent drains at Yavin IV, there is Honor Of The Jedi.

To kill the opponent if he comes there, there is the Medium Repeating Blaster Cannon + Artillery Remote + General Carlist Rieekan (V) combo.

More on everything later.

Starting Effects:

Strike Planning: gets the only general in the deck, General Carlist Rieekan (V). This guy, for a mere deploy of 2 Force, lets you deploy:

Swamp

Hoth system

Medium Repeating Blaster Cannon (and keeps it powered)

Tigran Jamiro (V)

Haven

More on these card later, but this effect is VERY important.

Squadron Assignments: Helps putting the pressure early on Yavin IV or any other system (like Hoth vs. IO/IC(V)). With Haven (that you can deploy first turn thanks to the General) all your starfighters with matching pilots deploy for nuts. Gets BoShek(V) also with Blue Squadron 5.

The third effect may vary, but it is usually:

Your Insight Serves You Well: lets you get Menace Fades, Strikeforce, Honor Of The Jedi.

OR

Great Shot, Kid!: (if the opponent's deck doesn't require any other starting) no brainer why the card is inside. Makes the deck win close match-ups.

Starting the Game:

Grab the General with Strike Planning during the opponent's turn.

During your turn get a 2/0 site down. You may deploy the General there or not, depending of what you want to do.

The General in turn usually gets Haven for a first turn Luke in space, but it can get Swamp (if you go for the quick flip if you have the characters in hand) or Tigran Jamiro (V) (for the quick flip if you have another site down).

Really there is not set rule on "what to do". It depends on the Dark deck. But you have options.

In a few turns, the game will be decided and you will have flipped.

In any case, it is important not to play stupid.

If the opponent starts to invade Yavin IV by deploying someone to the docking bay, flip next turn thanks to the additional site and the proceed to shoot the opponent's characters with the Medium Repeating Blaster Cannon while keeping safely at a distance or by shuttling up to a starship in orbit.

Once you have flipped the top concern is still the safety of your ground "forces" (=weaklings). If you have an Houjix (or Escape Pod) in hand then everything's ok. Else shuttle them up to the Falcon or a capital there. Or put them all together at the Swamp (to initiate, the opponent needs +3 to battle there).

Card explanation:

Yavin IV sites: only exterior sites, no Jungle, why ?

Because I can't shuttle my characters from interior sites, because I don't want to give the opportunity to the opponent of playing Responsability Of Command on my War Room, because the War Room means a BIG beatdown on you if the opponent gets down with a spy (he adds a battle destiny), etc. And I like to activate 2 and not only 1 when my objective is flipped.

Why the Swamp and not the Forest ?

The Swamp is more anti-beatdown than the Forest. The deploy+3 really blocks the opponent more than a stupid immunity to attrition thing. If you flip quickly with someone on the Swamp, chances are that the opponent won't have enough force to battle you there efficiently, especially if you move everyone there to have some more protection.

The Swamp proved to be a great card in the deck for all the tournament.

Why Hoth, and not Endor, Kiffex, Naboo, etc ???

To deploy ANY other system than Hoth, you need either luck in drawing, either Romas 'Lock' Navender (V) (which I don't pack). Endor might be nice since the opponent doesn't generate Force there, but the truth is, at Hoth you're only giving 1 Force and generating the same amount. And packing more systems to drain for more is just not efficient because you either let the opponent beatdown you more easily if you spread to drain, either you leave him systems where to run (and to keep him from paying from Battle Plan).

Hoth can be deployed straighly from Reserve thanks to the General Carlist Rieekan (V), and this is all it counts. You can also convert DS version of Hoth this way for a little more force choke against IO/IC(V) if you need it.

So all in all 2 systems is all you need if you need to drain for more.

Tigran Jamiro (V): many players would go with General Dodonna (V) for flipping. I'm not. This stupid guy deploys for FREE on Yavin IV, adds to the deploy cost of Imperials and Aliens. He's a beast, in short, to flip quickly, since he can be deployed thanks to General Carlist Rieekan (V).

Why 2 Luke (V) ?

2 Luke + 2 Artoo-Detoo In Red 5 + 2 All Wings Report In & Darklighter Spin mean that you usually get him in your starting hand for a quick deploy / beatdown. He is also great in Attack Runs since he adds 4+3 to the total.

A virtual Luke in a attack run means that you do not need to track to blow the Death Star (usually).

Double copies of Luke and his starfighter is also really important since you could lose him in battle. Just deploy the other copy then.

Why BoShek (V)?

Because he is ability 4 (Tatooine Maul, anyone ???), because he can get Blue Squadron 5 (excellent with the combo Proton Torpeodes + Let's Go Left + Combined Attack) which can shoot 2 weapons in battle, because he can get Artillery Remote which allows you to fire your Medium Repeating Blaster Cannon during the control phase.

This guy is important.

Only 1 Rebel Tech (V) ???

You don't need anymore. This is because you have 3 Advance Preparations (V) anyway. The Rebel Tech (V) never stays usually on table anyway. If I get it before I flip, I use its low deploy to flip and then I send him to Used Pile to get Advance Prepartaions (V). If I get him afterwards, I do the same. And you can deploy him with the flipped side of the objective. Getting Advance Preparations (V) after having blown up the Death Star is NOT stupid, it is smart. It allows you to retrieve ANY 1 card from your lost pile. Twice I did retrieve the General Carlist Rieekan (V) that way to take it just after into hand again with Strike Planning to deploy it again so that I could continue to shoot with the Medium Repeating Blaster Cannon on Yavin IV.

What is this fuss about the Medium Repeating Blaster Cannon and Artillery Remote ?

It is really a long story. I already tried to make a competitive HB deck with this combo 2 years ago. The new General Carlist Rieekan (V) makes it really easier, since he powers the weapon (no need for a Power Droid or else).

Basically you deploy this baby to the middle site of Yavin IV (adjacent to the DB) and the Artillery Remote (that you get via BoShek(V)) on Luke in space or on the General. Then, on you next control phase, you shoot nearly anywhere on the same planet, killing opponent's characters, but not only...

You can "organize" small beatdowns with this card !!!

Imagine that the opponent really wanted to prevent you from occupying a site to satisfy Battle Plan / Menace Fades, and there is Vader + Maul + Tarkin on the Y4:DB.

You shoot during the control phase, taking out Maul (or maybe plus even someone else if you are tracking). You Play Sorry About The Mess & Blaster Proficiency to shoot again, taking out Vader. You then drop a lone EPP against the poor Tarkin, and kill him with overflow.

There are a lot of different ways to come out on top. It is just a real threat that the DS cannot ignore.

This combo did let me to regain control of Yavin IV in game IV vs. one of my friend's combat deck.

It is just huge.

Why Blue Squadron 5 ?

Because it can shoot 2 weapons. Just for this reason. When you deploy all your FOUR Enhanced Proton Torpedoes with Advance Preparations (V), often there will be one or 2 starfighters down (usually Luke's and Wedge's). Deploy 2 Proton on each one, and when you finally deploy Blue Squadron 5, just redeploy 2 of your Proton there (you can do it).

Why 2 Spiral ?

Because it is an important card that can save your skin from early beatdowns in space. Because it deploys for FREE as a react on Haven. Because when the Death Star is blow away, it is another 3 force retrieved with Great Shot Kid! if the opponent battles you.

It is also not really expensive when you're not flipped, which is nice if you need to shuttle u characters there.

Sorry About The Mess & Blaster Deflection: The used portion can be nice also if you don't want to risk another shot with the Medium Repeating Blaster Cannon (you add 3 to the total weapon destiny draw).And it obviously work nice with beatdowns... :)

Combined Attack: already explained. Let's you abuse Let's Go Left. Not SO important, so there's only 1.

Escape Pod (V), Houjix, Projection Of A Skywalker:

I'm not playing Houjix & Out Of Nowhere because I can't take it with Escape Pod. And really having an Houjix in hand is WAY more important that adding a BD if they battle you in space.

2 Houjix (+2 cards to get them) means that you can play safe, and offensively, and quickly to blow the Death Star. You can leave a scrub at the Swamp and make the opponent paying a zillion force to kill you there for nothing.

The 2 Projection Of A Skywalker is what will make you win vs. Combat and slow nealy any other deck to a crawl, coupled with Menace Fades. They can be fetched with Escape Pod (V).

This group of 6 cards is really strong.

Control & Tunnel Vision: I never use it to cancel a drain, normally. There are used for the Tunnel Vision part (then retrieve it immediately with Luke (V)), and to protect from Sense / Alter.

I didn't face any S/A in opponent's decks, but if you wish your Combined Attack to push through, you need a Control.

No Power Pivot?

No place in the deck. The Let's Go Left combo is enough.

Rebel Artillery?

Ok, there are fun cards, right ? So they fit the deck. ;)

More seriously, there are not sooo important, but they help. Since there will be weapons in space, you can play them for more direct damage, and they are destiny 7 that you can track. Which works nicely with the deck.

LS:"I shoot Maul and Vader with the Repeating Cannon"...

DS:"WTF????"

LS:"I draw a 7 and a 6 (escape pod), they are dead."

DS:"no, Lord Vader has his lightsaber..."

LS:"It's a pity there is Your Insight Serves You Well on table...they are DEAD."

Rebel Artillery can be used also when hitting opponent's characters with the Cannon or the Proton Torpedoes... so really it happened quite often during the tournament.

;)

T-47 Battle Formation: cancel Walker Garrison in case you didn't manage to get Menace Fades going.

StrikeForce: I never used it, but it can be important vs. other decks that try to cancel your drains... :)

Last note on card choice:

My selection of Shield is small. I would say totally limited. But it is enough.

Reactor Terminal (V) vs. Podrace.

Battle Plan (because you will slow down the opponent, especially after putting Projection Of A Skywalker)

A Tragedy Has Occured (no brainer)

Ultimatum (because you never know, and I hate taking drains of 5-6 that I cannot block due to a Rodian (V)).

Match-ups:

Combat: look what they are starting. If you see Blaster Racks (V), start Menace Fades as your third effect, or at LEAST Your Insight Serves You Well to get it. Projection their sites. If they come to you, shoot them down with the Repeating Cannon. Hold Yavin IV with an iron grip (Luke, Wedge, and a big starship, better if Falcon). Then move all together to the Death Star leaving a stupid starship at Yavin IV to keep Menace Fades. Blow away the Death Star and start retrieving to win the game.

Once you start to shoot everyone down at Yavin IV, and keep a strong grip on the system(s), it should be winnable. I would not deploy Hoth in the beginning (because you're asking to be Lateral Damaged then).

HDADTJ: Honor might or might not work, but it is worth a try. Projection your DB if the opponent is sitting there, or any other sites. Shoot on Yavin IV, and keep your Jedi there (or don't deploy them).

The blow to the Death Star should be enough. MBO has problems vs. HDADTJ because you cannot drain or battle with Luke if he's in space and the opponent has HDADTJ flipped. Tough match, but it cna be won.

MKOS: Strikeforce is important there, as is Menace Fades and Houjix. I didn't play against, but the 14 Force loss should give some problems to the ressources of this deck. Battle Plan helps a lot too.

SYCFA Ties: I faced the deck in final, and it was my friend, so he knew how to play against it. He had 4 guns and 2 cards to get them. Even that way, you can win. The game is at the Death Star. Usually you can blow it up, for a 13 Force loss (make the count), thus killing the nice BG site at the DS:DB for him, which means the Tie deck will have to pay for Battle PLan afterwards (because coming to Yavin IV si suicide).

The Let's Go Left combo is also huge, and can blow away whole fleets.

Any single weapon destiny try has to be aimed at Dreadnaughts to prevent the DS fleet from moving.

Houjix your way out of difficult situations, and do not hesitate to lose battle damage from life force to keep starships (important ones) in space.

SYCFA Fear: a little bit different. Honor prevents 2 damage. Just kill the opponent with shooting and Let's Go Left. Add the blow to the Death Star and it's game over.

IO/IC(V): First turn go to Hoth with Haven for a fat drain of 2. Hoth is key. If the opponent is playing space, he will maybe drop Death Squadron, but it will slow him down (and risk a beatdown doing it). you can convert also Hoth if you prefer. Keeping Hoth in check means that Menace Fades WILL work.

If the opponent tries to prevent you from controlling it with ships to let Walker Garrison get through, then shoot the ships wth Let's Go Left for some MORE direct damage (you should be able to blow the Death Star before he blows up the Generator usually) and to clear his presence from the system, or use T-47 Battle Formation WHILE grabbing Walker Garrison.

I won both matches vs, this deck. First by +29, the second by 19 (if I remember correcly). Honor also any damage possible or drains.

Watto: Honor the damage. Let him deploy for free most stuff. Projection their drains. Keep on Yavin IV.

You can leave a lone Blue squadron 5 with Haven and 2 Torpedoes on Yavin IV while Luke go for the attack run. A lone Executor will still go in flames with Combined Attack (2 destiny +2+2+1+1), and you will draw 2 BDs.

any other match-up: play your game, blow away any quick Executor with Let's Go Left and Combined Attack, drain, retrieve, shoot. Adapt to the game and win.

This is what I call a MBO SOLID.

The apparent bad match-up is ISB, but then you just have to flip in one turn and shuttle everybody up while shooting down with the Repeating Cannon, or simply deploy everyone on a capital ship while shooting their spies down. I'm not saying it is easy, But it can be done.

Original card list

As posted on DeckTech
Objective (1) Massassi Base Operations / One In A Million Locations (7) Yavin IV Yavin IV: Docking Bay Yavin IV: Massassi Headquarters Yavin IV: Ruins / War Room Death Star Swamp Hoth Characters (10) General Carlist Rieekan (V) Tigran Jamiro (V) Luke Skywalker (V) (x2) BoShek (V) Rebel Tech (V) Wedge, Red Squadron Leader Qui-Gon Jinn With Lightsaber Obi-Wan With Ligthsaber Lando Carlissian, Scoundrel Weapons (1) Medium Repeating Blaster Cannon Devices (1) Artillery Remote Starships (9) Artoo Detoo In Red 5 (x2) Blue Squadron 5 Spiral (x2) Red Squadron Leader Home One Liberty Han & Chewie In The Falcon Interrupts (18) Heading For The Medical Frigate (SI) Advance Preparations (V) (x3) Sorry About The Mess & Blaster Deflection (x2) Combined Attack Escape Pod (x2) Houjix (x2) Control & Tunnel Vision (x2) Rebel Artillery (x2) All Wings Report In & Darklighter Spin (x2) T-47 Battle Formation Effects (11) An Unusual Amount Of Fear (SE) Strike Planning (SE) Squadron Assignments (SE) Your Insights Serve You Well (SE) Honor Of The Jedi Great Shot, Kid ! Haven Strikeforce Menace Fades Projection Of A Skywalker (x2) Admiral Orders (2) Let�s Go Left (x2) Under An Unusual Amount Of Fear (10) Death Star: Trench Attack Run Enhanced Proton Torpedoes (x4) Traffic Control (V) Battle Plan A Tragedy Has Occurred Ultimatum

See also

Sources

References