2004 Washington State Championship Keith Watabayashi LS Local Uprising (V)
2004 Washington State Championship Keith Watabayashi LS Local Uprising (V) was the Light Side constructed list played by Keith Watabayashi at 2004 Washington State Championship, finishing 1st; the list below is as posted on DeckTech by Keith "Gen" Watabayashi (2004-06-16).[1]
Deck info
- Player: Keith Watabayashi
- Event: 2004 Washington State Championship
- Finish: 1st
- Side: Light
- Starting Card: Local Uprising (V) / Liberation (V)
- Deck name: Gouda--WA States 1st Place
- Format: Premiere - Original VS6
- Source: DeckTech post (preserved copy: Internet Archive)
Decklist
Original post
Gouda--WA States 1st Place
- Author: Keith "Gen" Watabayashi
- Published: June 16, 2004
- Rating: 4.63
- Description: It's chees but it's good cheese so it's "gouda"
Strategy
* Update 6/18/04 *
To everyone giving me advice on the space package:
You're wrong.
Not too say that I don't appreciate the feedback, but adding Han,Chewie,Falcon or completely changing it to Bright Hope (v) & Spiral, will not make the deck better, but worse. First of all, HC&F is a beast of a ship that will help deal with a pesky space fleet, but against CCT the card is TOTALLY useless, and against Baron, Zuckuss, or Imperial Command, it really doesn't do much. But the real reason it won't really help the deck is a matter of life force. With Bad Feeling Have I out on the table I need 8 force to deploy it, then 1 to intiate battle, then 3 destinies to draw (if at Haven-ed Hoth). Add into that I'm paying 3-4 for retrieval along with 2 to search for a card (not every turn but if I need to), then I need to activate around 16 force and still have 3 destiny left. That leaves a minimum of 19 cards in life force for HC&F to be worth a slot. Now, let me ask you this: How much does speeders usually win by? Usually around 15-20, so getting HC&F requires for the game to be going my way so that I have all the resources to use it effectively. However, if I DO have all the resources, then I'm already on my way to winning the game and HC&F is not necessary.
Second of all, Bright Hope (v) + Spiral just isn't effective. Instead of having 7 power, drawing 2 destiny and canceling destiny (for a three card combo: Spiral-Bright Hope-Artoo Brave Droid) I would rather have 8 power, 2 destiny, plus immunity to attrition (for a three card combo. X-wing x2 +Organized). Now, that technically is the same thing, but since I can keep adding power to my X-Wings, and pretty much gurantee that immunity, I don't care how much destiny I'm getting/canceling. 4 X-Wings with Organzied/Incom is power 20 NO MATTER WHAT. But 7 power and canceling 2 destinies isn't so effective staring down Zuckuss with Fett and 4-Lom, that is also 7 power, but is drawing 4 destinies. Or what about Thrawn on the Executor? Sure you cancel both destinies, but the ship is already 15 power to you're 7, so unless the 2 destiny you draw is greater than 8, you're taking battle damage. Lame.
X-Wings are fast, retrieval, and can out-power anything. And power and immunity to attrition is better than drawing any amount of destiny (depending on how much power)
****
So this is what I played at the 2004 WA State Championships, and it helped me win it. I chose this deck because I wanted a LS that could do 3 things:
1) Set up Battle Plan & Menace Fades
2) Do a good amount of damage if left alone
3) Have a good match-up agains Huntdown
With those in mind, speeders was the only deck I thought of that could effectively and consistently do all three of those things. The way you play this deck is very simple early on, but gets a little complicated late-game (if the game is close).
Early Game:
Luke to the 3rd Marker, Haven in space. No exceptions. Get Luke out 1st turn to the Defensive perimeter where he cannot be touched for at least a turn. This gives you a protected search engine, a force drain or a shield-draw (they waste the coward shield cause in the long run it won't do anything), and put one step closer to flipping. Also on the first turn or as soon as possible, get haven out with 2-3 X-Wings AT LEAST. In the 2nd game of the final I dropped 6 X-Wings first turn just to make sure my opponent couldn't take the system from me. The system is the most important location in the deck, and you need to establish presence (and eventually control) at the system right from the get-go. Also, you start DDTA to slow down DD a bit, and to grab Heroic Sacrifice (v) right away, which is money against Blizzard 4 and Fett. (Blizzard 4 moreso)
Once you have Luke down and ships in space (should have an Organized/Spiral/Barrier soon too), start working on flipping.
Mid-Game
Get Wedge out before any other pilot if thats possible, otherwise Hobbie first and Zev last. Why Zev? Because Rogue 2 can't react and that sucks! So, pull cards out with Luke and drop your matching speeder/pilots as they come. Luke and Wedge sit at the 4th marker, while Zev/Hobbie chill at the 2nd/3rd marker. However, if your opponent has started crush and has Vader/Maul at the 4th marker or is waiting to drop Vader/Maul, get out Ice Storm first, or put Zev/Hobbie at the 4th marker with cannons.
During the ground-set up, solidify in space, deploy X-Wings as you draw them, and hold onto an Organized Attack. The idea behind this space package is raw power. It isn't meant to spread out, nor is it meant to kill your opponent's space fleet. It just sits at Hoth and controls the system. Control space, flip your objective, and prepare to win.
Late-Game
Now you're flipped, so all you do from here is sit back on Hoth and retrieve. Unless your opponent is putting a lot of pressure on you on Hoth (in which case grab battle cards and the extra speeders. Lando helps here too), focus on retrieval. Flash, Edge, All Wings, and ESPECIALLY Frosbite, need to be IN YOUR HAND so you can boost a win, or stay alive long enough to get the win. Once you have that going for you, drain, direct-damage, retrieve. Do that until you win.
Some Tips and Tricks:
--If you're expecting a Vader/Maul/IHYN beatdown at the 4th Marker, keep Zev/Hobbie there and Luke/Wedge at the 3rd/2nd marker. Land a couple X-Wings if you can and make sure Zev/Hobbie has cannons. This is easy to set up once you're flipped and Luke is out. This way, if they battle they should only get 1 desting (Fett BH not withstanding), and you can forfeit X-wings or whichever speeder/pilot does not have the cannons. Then, on your next turn, grab SATM with your objective and kill whoever is left.
--Really try to get Lando out against walkers, as the extra forfiet/destiny can be the difference in attrition during battles.
--SATM is great on ground, but it's really meant for space. Baron, Zuckuss, and Maul especially can easily go down to the cannons and a well-tracked destiny.
--Don't cancel visage right away unless your hand is really awful. With Luke out you can keep HD flipped for the whole game so both you and your opponent will be taking visage damage. Unlike your opponent however, you can easily retrieve the force loss.
--Dark Deal is a hard IF they set up as fast as you. Deploy whatever ground characters you have to their sits VERY quickly, except for your speeder pilots of course. While you have Luke down on hoth, Lando, Corran, Leia and Quiggy should be invading CC. Before Dark Deal is out, their characters aren't much stronger than yours, and their destiny average is pretty much the same. Try and do as much battling as possible before they get the +4.
--If Dark Deal IS set up, then don't even bother. Just concentrate on tracking for Edge and All Wings, and try to make up the difference in retrieval. It's true Occupation will only be hitting for one and Menace Fades will be in effect, but 6 drains of 1 (4 sites, system, sector) coupled with the face that they may have (v) Decree going, means you're doing 6 damage to their 7 damage. Retrieval is the key in this game.
Well thats all for now. Any other questions, put them in the review and I will address them. To see how this deck played out, read states report on my Decktech page.
Later,
Keith "Gen" Watabayashi
Original card list
Starting Effect:1
An Unsual Amount of Fear
Defensive Shields:10
Ultimatum
Battle Plan
A Tragedy Has Occurred
Aim High
Weapons Display (v)
Traffic Control (v)
Do, Or Do Not
Ounee Ta
Affect Mind (v)
He Can Go About His Business
Objective:1
Local Uprising (v)
Locations:6
Hoth:Echo Command Center
Hoth:Main Power Generators
Hoth:North Ridge
Hoth
Hoth:Snow Trench
Hoth:Defensive Perimeter
Characters:9
Derek 'Hobbie' Kilivian
Zev Senesca
Lando Calrissian, Scoundrel x2
Commander Luke Skywalker (v)
Leia (v)
Qui-Gonn Jinn with Lightsaber
Corran Horn
Wedge Antilles, Red S. Leader
Effects:12
Echo Base Garrison
Maneuvering Flaps (v)
Don't Do That Again
Menace Fades
Wokling (v)
Flash of Insight (v) x2
Heroic Sacrifice (v)
Haven
Ice Storm
Incom Corporation
Frosbite (v)
Vehicles:7
Rogue 1
Rogue 2
Rogue 3
Rogue 4
Snowspeeder x3
Weapons:2
X-Wing Laser Cannon
Dual Laser Cannon (v)
Interrupts:14
Heading for the Medical Frigate
Sorry About the Mess
Escape Pod (v)
Out of Commission & Trans. Term x2
All Wings Report In
On the Edge
Houjix
Alternatives to Fighting
Organized Attack x3
Rebel Barrier
Grimtaash
Starships:8
Spiral
X-Wing x7
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See also
Sources
References
- ↑ Gouda--WA States 1st Place. Preserved copy: Internet Archive