2003 World Championship Day 2 Jonny Chu LS Local Uprising (V)

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2003 World Championship Day 2 Jonny Chu LS Local Uprising (V) was the Light Side constructed list played by Jonny Chu at 2003 World Championship (Day 2); the list below is as posted on DeckTech by Jonathan "jonnychu" Chu (2003-09-15).[1]

Deck info

Decklist

Objective

Character

Effect

Interrupt

Location

Starship

Vehicle

Weapon

Original post

Chu's Speeder Pile

  • Author: Jonathan "jonnychu" Chu
  • Published: September 15, 2003
  • Rating: 4.79
  • Description: This is the deck I used on Day 2 of Worlds. Disclaimer: this deck is a pile and chosen for the meta. Play this at your own risk!

Strategy

I'll stick to my disclaimer: this deck is a pile. See title.

I first saw something like this when I got home from spending the whole summer in Colorado. I playtested a little bit with the rest of Team Albany and Chris Twigg was sporting a similar version of this Speeder deck. I was all excited about the Speed Deal I had constructed and wanted to play some games with it with people who weren't going down for sure. The other people from Team Albany were raving about Chris's Speeders so I wanted to show them the power of Ket Maliss.

Four games later, I was split at 2-2 and puzzled. What had happened? I was certain Deal could handle slow-to-setup Speeders (comparatively). I eventually figured out I had to hold Bespin in my hand, invade his Hoth with my whole fleet and then it turned out OK more often than not, but still those games showed me the strength of the objective post-V5.

I will go through some basic pros and cons to this deck and why I chose to play it on Day 2 over Throne Room Mains, the other deck I considered.

***

Strengths (in no particular order):

* Consistency. The deck plays the same 95% of the time. Local Uprising has always been able to pull everything, using EBG, Rieekan, Wokling, Cmdr Luke... if all else fails, just pull what you need with the flip side of the text. Especially over TRM, this was important to me in a big tournament where I didn't need to rely on an average or good draw to give me a chance to win all my games.

* Meta. I expected a lot of Walkers. Why? Because Walkers are solid, and I figured people would play something solid on Day 2, something they would bank on going 3-1 with medium diff and get them into Day 3, where they could play their more adventuresome decks. Speeders vs Walkers? Crazy in your favor, especially with Power Harpoon and Mech Failure.

* Lack-of-being-beatdown-potential. Short of playing silly and not anticipating the I Have You Now at the fourth marker, you really shouldn't ever get slammed for any overflow playing this deck. That safety valve, combined with the limit to one damage thing (read Chris Menzel's TR for examples), gives this deck a lot more versatility than one might imagine.

* Huge damage potential. T-47 Battle Formation: enough said.

* A planet and a site for Menace Fades. Having this in your start is so important, IMO, unless you're playing a deck that can match damage for damage right now (like Combat).

****

Weaknesses:

* Overdeployment. Simply put, the deck puts way too many cards on the table, limiting differential. If your opponent can do some steady damage, your reserve deck will whittle down FAST.

* Lack of activation. Even though it gives the LS player a ton of force right off the bat, being only able to deploy two-three more locations that are any good just sucks. And all of those give your opponent force as well.

* Reliance on extra force. Everything you want to do requires one or two force. Examples: Romas' game text, the card-pulling game text of the Objective, reacting, saving a force to retrieve with Wokling, etc. Since the deck doesn't activate all that much by itself anyways, this results in cramping what you can actually do in a turn, and it also buries key cards you may be searching for since you always want to save at least one or two force to react a speeder.

* Lack of versatility. This deck plays on Hoth game in, game out. You will really never be able to go after your opponent. You won't have to usually, but if he can somehow match your drain, there's really nothing that can be done about it and you will lose due to overdeployment.

* Crappy options in space. Space in this deck generally sucks since Luke is 90% of the time on the ground. If you go the generic-Xwing variant, you open yourself up to potential Monnok disaster, Reegesk rampage, and also eat up 12-15 cards. What else do you have? Matching pilots are card intensive and Han, Chewie, Falcon is awfully expensive to maintain. My solution was terrible but good enough in the tournament against space-weak decks.

Card explanations:

Power Harpoon -- why not, in the meta? With Zev in Rogue 2, all you need to draw is a 2 and bad things happen.

Gold Squadron 1 -- why not pull General Lando and put him here? Makes card-efficient sense, since most decks don't utilize the second general slot from Strike Planning. Also, GS1 is immune to Tallon Roll and is harder to shoot down than normal Falcon, especially with Captain Han or Corran Horn aboard. With Haven out, GS1 and Lando deploy for a total of 2.

Spiral -- x2 because space really needs it, and it reacts for free with Haven out. The fact that it's a capital starship is important too, since you can redistribute your forces where necessary, like Wedge (huge) and any random Rogue guy. Romas is also a pilot!

only one T-47 Battle Formation: two clog your hand and you can retrieve it with Flash or Edge or Wokling.

A Few Maneuvers -- it's in here because it's a 6. I guess you can use it in space too. Otherwise, this is random.

On The Edge -- unnecessary, but effective in the drain race.

Corran Horn -- he's huge. Put him on Rogue 2 with Zev and it's maneuver 9 with Attack Pattern Delta (v). Put him piloting the Falcon with Han and it's maneuver 9. Plus he's a spy. Plus you can edge with him. Wow.

Attack Pattern Delta (v) -- Smokescreen with a speeder. Great vs Walkers.

Houjix -- just for the occasional Sunsdown/Too Cold For Speeders.

Punch It! -- why Punch It? I really don't know. It's good, you might say, but why not a better card? Go for it. This card was utterly useless for me.

Matchups:

Walkers -- clearly a favorable matchup. Set up and pile on the fourth marker. Hold the harpoon in your hand. Fetch Mech Failure with Wokling or the objective game text. Apply the beatings when he moves in, and ping him while he doesn't. Drop shields with Romas and apply the big drain if applicable. Suggestion: Deploy Haven first turn with Rieekan and General Lando/GS1 for 2 to get a jump on space, because that's the second location he'll hold for Decree if you let him.

Senate -- a tough matchup. Start Scrambled over Squadron Assignments if playing against KtoD Senate. Forget space, concentrate on the ground and whittle him away. Leia is good. Projection his Senate chamber and find your Ice Storm to be used at an opportune time. Power Harpoon has potential. APD (v) when you need to kill a guy.

This game should be close, 5-10 cards either way. If you're worried about this, Logistical Delay (v) should give you enough hate to win (for Lott Dod, and kill Yeb Yeb with Leia). I hate Yeb Yeb.

Normal Deal -- set up faster than he does and get out Menace Fades ASAP! If he has a big space fleet you can run around always keeping Menace. If he doesn't, you shouldn't feel threatened.

Your objective limits Occupation to 1, and Menace knocks out Deal, so you should win the drain race easily. Be careful of tricksy things like All Too Easy.

Speed Deal -- go to space as soon as possible. You can win if Dark Side hasn't played this before. If he gets space and doesn't give you a system to go to, it can be tough. Setting up the direct damage quickly is KEY.

Hunt Down -- also a tough matchup due to the wearing away by Visage. Find OOC/TT quickly. Your damage will be much more than the DS can handle if you can outlast Visage. Manipulate the shields using Romas if you don't want to go after Vader with a Jedi so Visage damage equals out. Flash, Edge and It Could Be Worse will be the deciding factors in this game. Ice Storm could also be big.

If Vader comes to Hoth, beat him down if possible with Wedge and someone else. APD (v) will also be very big.

DS Combat -- start Menace over Wokling since he gives you oodles of force. Get out your Projections fast. Set up in space early since DS Combat can be slow to space. This matchup should be relatively easy since you don't drain much with Jedi anyways. Be wary of SAC.

SYCFA -- your speed should give you the win in this matchup. Run in space to keep up Battle Plan.

Any other deck -- let me know what other matchups you might like to see and I'll edit this.

That's all! Unlike the Deal deck, which I am rather proud of, this deck was designed to fit a unique niche. It's rather standard, and I wasn't going to post it initially but hey, what the hell -- it did good for me. Have fun.

Original card list

As posted on DeckTech
Start (11) Local Uprising/Liberation (v) Hoth Hoth: Main Power Generators Hoth: Echo Command Center War Room Echo Base Garrison Manuevering Flaps (v) Heading For The Medical Frigate Strike Planning Squadron Assignments Wokling (v) An Unusual Amount of Fear Locations (3) Hoth: Snow Trench Hoth: Defensive Perimeter Hoth: North Ridge Guys (12) Commander Luke Skywalker (v) Corran Horn Wedge Antilles, Red Squadron Leader Zev Senesca Derek 'Hobbie' Klivian General Lando Calrissian General Carlist Rieekan (v) Captain Han Solo Obi-Wan with Lightsaber Qui-gon Jinn with Lightsaber Leia (v) Romas 'Lock' Navander (v) Ships/Vehicles (9) Gold Squadron 1 Spiral x2 Rogue 1 Rogue 2 Rogue 3 Rogue 4 Snowspeeder x2 Interrupts (14) Punch It! T-47 Battle Formation Rebel Barrier It Could Be Worse x2 Houjix Attack Pattern Delta (v) x2 All Wings Report In & Darklighter Spin A Few Maneuvers On The Edge x2 Out Of Commission & Transmission Terminated x2 Effects (10) Projection Of A Skywalker x2 Menace Fades Haven Ice Storm Mechanical Failure Flash Of Insight (v) x3 Scrambled Transmission (v) Other (1) Power Harpoon

See also

Sources

References