2004 European Championship Stefaan Lambrecht LS Yavin 4: Massassi Throne Room
2004 European Championship Stefaan Lambrecht LS Yavin 4: Massassi Throne Room was the Light Side constructed list played by Stefaan Lambrecht at 2004 European Championship; the list below is as posted on DeckTech by stefaan "irol" lambrecht (2004-07-21).[1]
Deck info
- Player: Stefaan Lambrecht
- Event: 2004 European Championship
- Side: Light
- Starting Card: Yavin 4: Massassi Throne Room
- Deck name: TRM/EBO guerilla
- Format: Premiere - Original VS6
- Source: DeckTech post (preserved copy: Internet Archive)
Decklist
Original post
TRM/EBO guerilla
- Author: stefaan "irol" lambrecht
- Published: July 21, 2004
- Rating: 4.59
- Description: This is the deck I played at the European championship a few weeks ago. It is a TRM/EBO combination with force choke, quite some starships for one (or more) heavy drains in space and a nice ground assault force. The deck is (almost) a copy of Jeeps deck
Strategy
The deck is kinda reactive, so a detailed description on how to play your first four turns is quite useless. Instead, I will separate the deck in different divisions and explain each one of them in detail. At the end, some info will be given on certain matchups.
ACTIVATION.
The big advantage of the deck is its activation. If all my locations are on table, then you activate 10 force and you give dark only one. Many dark decks rely a bit on a few dark side icons given by the light side player to work well. In addition, you start the game. Having the very first action of the game is extremely helpful; I dont need to explain that. The first two or three turns, you play in function of your activation. There is no need to hurry. In the worst case scenario, your activation is finished turn four. Usually turn three and sometimes turn two. However, a fast setup of your game comes in very handy. You have a BG at space (Endor) and on the ground (4th marker) so you can satisfy battle order with your own sites.
Turn 1 you need to do some necessary actions: grab Riekan(V) and McQuarrie with strike planning, drop a shield (anti-YCHF/MP for example) as first action if needed. Activate force. Deploy Hoth docking bay and look at the remaining cards in your deck. If everything is normal, you can start to deploy as follows: drop Riekan on the DB, use his game text to deploy the MPG and 4th marker. Draw up.
Turn 2: deploy a new secret base, the remaining Hoth locations and next turn search for Endor system and/or EBO. Everything should be set up turn 3. Sometimes the cards you are searching for is in the force pile, sometimes already in your hand. Dont forget to move Riekan over to one of the interior Hoth sites the turn BEFORE you play EBO. You flip EBO with Riekan, Mc Quarrie (cheap general) at interior Hoth sites and the snowspeeder must be at the docking bay.
SPACE
There are a total of 9 starships in the deck. They are needed to drain for 3 or more on ONE system. Dont be too greedy by spreading out too early, unless youre sure your opponent is weak in space. The drain of 3 at Endor hurts dark. Four R2-D2 in Red 5 are used for the fish. Sometimes, a Luke with saber in his ship can hold a system on its own! I played quite some games, and four R2D2 in Red 5 is the absolute minimum for the fish tech. Three is not enough. Wedge is your best pilot, he cancels opponents battle destiny when with red leader or Corran Horn. Dont forget that the Spiral deploys for only one force as a react when EBO is out. The deploy -1 and +3 power should never be forgotten!
GROUND
Your ground forces have to be played in a reactive way. When dark deploys some guys, battle them away and clear away anything (including your characters). After every battle, you have some cards left to draw and strike back next turn. There will be one moment that dark runs out of characters and has to draw up one turn. Use it to deploy your space and/or set up some fish/savrip/C3PO tech or even retrieval with OTE. You characters have plenty of support: resilience, DTF, SATM, savrip. Very often, your drain in space kills dark side.
CARD CHOICES
I can tell a story for every card in the deck, but I will only explain the ones that are very important or seem to be unusual.
Gift of the mentor: you play with two EPP Luke and Obi. Nobody expects that card. When all forfeit has been slain to zero, you can really cause some overflow with the two extra destinies. Also, its a destiny 5.
Goo nee tay 2x: a must! You force choke dark already, and an early Goo screws dark very badly, especially when they dont find their locations quickly. There are no signals to fetch effects, a second goo nee tay makes it less dependent from control/tunnel vision.
Civil disorder non virtual: I know the virtual version also kicks a$$, but the non-virtual served me a lot. You can drop it early game to force dark to deploy some bait. Play DTF, retrieve, clear the site, and wait for next turn. If dark deploys, start the guerrilla again. If dark does nothing, its two force loss. You have three cards with ability on Hoth, so it will be difficult for dark to cancel civil disorder just by deploying more characters with ability on table than you. This card helps a lot end game, when the game seems to stall and both players are low on force.
Corran Horn 2x: he is a spy, has ability 4, is member of rogue squadron and has a destiny of 3. The most versatile character in your deck!
Phylo: often used to drain for +2 on opponents DB, but I rather use her to give my EPPs immunity to attrition.
Control/tunnel vision: I use the combo to block a quick drain, but I believe tunnel vision (Dagobah) is more useful because you replace three destinies 1 with destiny 3 cards.
Barrier: because I like the card. There are very few cards to exchange for the Meta; Barrier is one of them. You can replace them with some Tantive IV (virtual 7), bright hope(V), spiral tech and if you play with civil disorder(V), you have two extra card slots.
Were you looking for me: C3PO is great for tracking and can be used to recycle some cards in your deck (force differential). Were you looking for me is the only used interrupt in the deck that can be played any time, so dont throw it away too quickly.
Snowspeeder: you need him to flip EBO, but in very late game you can move him over to the 4th marker to satisfy battle plan and save the day.
MATCHUPS
I will not give every matchup, because the deck is played the same way over and over: deploy your locations, wait for things to come and play like a rebel. Your drain in space will do the job for you.
COMBAT: this is a hard matchup. Space is yours, but dark has quite some support on the ground. Usually there is a turn one Vader or Maul with saber to drain you hard next turn; you need to battle very early and you depend a bit on your opening hand. An early DTF and Goo Nee Tay win the game for you. If you cant do your guerrilla tactics, place a Jedi in front of theirs (they cant battle you), do some tracking with C3PO and hopefully you dont loose the combat with 5 or more. If you survive, deploy the beatdown squad next turn, you can still battle him with a Jedi, but he/she not. Be careful with Obi and Luke, since circle and obsession will come.
WALKERS: park your guys at the 4th marker and wait for the AT-ATs to come and blow away your MPG. You dont have weapons to shoot away vehicles, so go for power and attrition. Dont let him blow away the MPG! Grab the trample.
BRANGUS: I lost my only game on tournament against a Brangus. I didnt deploy my anti-Brangus shield! See my tournament report on the Europeans in Bochum. I still believe I have the better matchup, but the shield is absolutely necessary! Once the Brangus tech is rolling, there is nothing you can do.
TIE retrieve: also difficult, because their space is overwhelming. Maybe I should include the shield that stops non-unique cards. If you can get your ships to Wakeelmui and alter Sienar fleet systems, the game is yours.
CCT/DEAL: quite popular now, because CCT excludes super falcon and Lando. Dont worry; they will still serve you well as savrip fodder. Both deck types play with free executor. Dont try to kill the ship, unless you did some excellent tracking. Park your space on Endor and battle everything away on the ground. This matchup depends a bit on your opening hand.
SCUM/COURT: if you cant battle them away second turn from the audience chamber, there is no problem. Deploy your guys elsewhere on Tatooine, Dark side will give you the Tatooine BG sites; space should be yours. Easy win, unless they get a quick Gailid/Mosep combo on table.
AOBS: battle Xizor away and he/shes lost; the problem is that it is difficult to battle Xizor away, since Dark gives you very few force icons. Watch out for Iggy and use SATM often
Original card list
The deck went 11-1 for me on tournaments this year, and I strongly believe it can win against top-level players in any matchup, if played correctly (not always the case with me, :P).
The deck listed below is exactly the same deck I played at the Europeans, but I believe there is still some room for improvement. At the bottom part of this review, I will make some proposals and newly discovered ideas. Dont hesitate to give me some hints/tips/tricks/card choices, I like the deck very much and want to continue to play with it.
STARTING STUFF
Fear is my ally (with 10 shields, listed below)
Yavin4: Massassi throne room
Heading for the medical frigate (starting interrupt)
- strike planning
- insurrection/aim high
- Colo claw fish
COMPLETE DECK LIST (including the starting cards)
SHIELDS
Yavin sentry (V)
Battle plan
A tragedy has occurred
Ounee ta
Traffic control (V)
He can go about his business
Your insight serves you well
Affect mind (V)
Dont do that again
Ultimatum
EFFECTS
An unusual amount of fear
Civil disorder
Goo nee tay 2x
Mantellian savrip
Echo base operations
Draw their fire
Strike planning
Insurrection/aim high
Colo claw fish
A new secret base
CHARACTERS
Luke with lightsaber 2x
Qui gon jinn with lightsaber 2x
Corran Horn 2x
Obi wan with lightsaber 2x
Lando Calrissian scoundrel 2x
Wedge Antilles, red squadron leader
General Calrist Riekan (V)
General Mc Quarried (V)
Threepio with his parts showing
Phylo Gandish
INTERRUPTS
Control/tunnel vision 3x
A jedis resilience 3x
Rebel barrier 2x
Sorry about the mess/blaster proficiency 2x
Sense 2x
Alter
On the edge
Heading for the medical frigate
Were you looking for me?
Gift of the mentor
LOCATIONS
Hoth: north ridge
Hoth: main power generators
Hoth: echo corridor
Hoth: echo docking bay
Hoth: echo command center (war room)
Endor
Yavin4: massassi throne room
STARSHIPS
Artoo detoo in red 5 4x
Han Chewie and the falcon 2x
Spiral
Red squadron 1
Red leader in red 1
VEHICLES
Snowspeeder
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See also
Sources
References
- ↑ TRM/EBO guerilla. Preserved copy: Internet Archive