2005 World Championship Day 2/3 Jared Lockwood LS Local Uprising (V)

From SWCCG Wiki
Jump to navigation Jump to search

2005 World Championship Day 2/3 Jared Lockwood LS Local Uprising (V) was the Light Side constructed list played by Jared Lockwood at 2005 World Championship (Day 2/3); the list below is as posted on DeckTech by Jared "JLock" Lockwood (2005-08-24).[1]

Deck info

Decklist

Objective

Character

Effect

Interrupt

Location

Starship

Vehicle

Defensive Shield

Original post

Jesus Saves (LS Day 2/3)

  • Author: Jared "JLock" Lockwood
  • Published: August 24, 2005
  • Rating: 4.97
  • Description: This is the speeder deck I played on days 2 and 3 of worlds. Went 3-1, with 2-1 vs. scum, and 1-0 vs. Huntdown. Back from the dead, hence, the title.

Strategy

First off, if anyone says J'Quile v even effects this deck, they are wrong. He was played on me every game with this deck and had absolutely none, zero, nada effect on the game whatsoever.

On to the strategy. I decided not to use Reikken v because he wasted a starting slot that I could use to get one of the two card he pulled, Haven. And I had to worry about protecting him. Without strike planning, I could start for effects.

This deck sets up like standard speeders.

Start the Signal v with the camp, insight, Entrenchment and take Haven to hand.

Opponents first turn, ditch Insight to grab insurrection. This increases your forfiet some but mainly limits elis helrot. Your first turn grab commie luke, activate, play insurrection, play db from reserve, look at reserve whats in there. If rogue one is in there use man flaps to get it and commie luke to 4th marker. Drop a site with the objective. Play more speeders if you have the ability to flip first turn. Otherwise just wait a turn a draw some. After you are done with your massive downloading make sure to ask opponent how many cards they have in their hand, because a well executed grimtaash could give you the upper hand for the next three turns.

This deck should flip 1st or 2nd turn. Grab a Houjix asap, so your opponent knows it. This will make them think twice about the futility of deploying JQuile under the shield to beat down a lone speeder with an incom engineer on it. Eventually they will use JQuile, but with all of the reacting and Houjix there will never be a time when they can hit you for damage. Also, grab t47 battle formation with luke on the third turn. Opponent will normally react to this by deploying some guys to hoth on his next turn to prevent the huge drain. This can open opponent up to the ice storm.

The main way this deck puts pressure on opponent is through the direct damage and threat of the battle formation.

Set up Space as soon as you draw it. Haven makes it cost nothing. Grab Frostbite with the objective as soon as you have the space to hold it. Most likely Entrenchment v will be in effect. Now you retrieve 3-4 per turn, do 3 direct damage, drain for 5 with potential for 13, with +2 to total battle destiny everywhere with the incom engineer(which you need because the destiny is crap).

Card choices:

Day 2 I had 2 EPP jedi, Flash v x3, and Naked Threepio with Were You Looking for Me. Based on the Playing Flash two or three times total on day 2, never playing an EPP, and never even deploying threepio, I decided those card slots should be non-unique speeders. The one time I lost with this deck, was the first game on day 2. I played like a scrub. Forgot direct damage on three consecutive turns. Didn't flip till turn 7 because wedge and hobbie were buried in my force pile. So the non-unique speeders gave me more consistency.

Corran x2, Phylo, and Leia are in there for space to prevent Tat Maul from doing his thing at my system. That was not going to be tolerated. Frostbite and Haven are too important.

Toryn Farr v was a day 3 card to help prevent bobba bh from taking out my space. Opponent then has to pay for maintenance and even more force to draw BD next turn (with GL in G! v) one of which will be cancelled (Bright Hope v).

Only one T47 Battle Formation??? For starters I only own one. Second, I only ever played it once in the four games. And that was the game I lost. Normally, since you satisfy CHYBC and Entrenchment v with the Hoth system and the 4th marker, there is no need to drop the shield. It's just asking for your opponent to flip you back. Make them use their once per game JQuile deploy for a one turn flip back.

XWing x2 are in there to actually give me BD against Mist Hunter v in space. I'll always have at least total BD of 2. This is huge against MH v and Jabba's v space cruiser. You will kill at least one thing every turn.

Matchups:

Scum-this deck was built to deal with scum. Direct damage, big drains, immunity to creatures, immunity to beatdowns, limit occupation to 1, retrieve up to 4 per turn, hold entrenchment v. This deck can do everything. But it deploys alot, so it normally only wins by about 15 in this matchup.

Hunt Down-Auto Win. I don't normally say auto win in any matchup, but this one is. Luke is forever at a bg. You can start Honor if the don't play No Escape. They have a small space package. You retrieve with frostbite. Vader runs from Ice Storm. You do direct damage, they lose. It's very simple.

Other DS mains-you have fast damage, high drains, immunity, reacting, destiny cancelling. The deck plays the same against almost every DS deck.

IO/IC v-this is a special matchup. You need flip asap to let the direct damage kick in. Opponent will most likely be draining you at your system. Once you flip, start pulling space cards to take the system. If the don't have tractor beams you should be able to at least occupy the system with a recycling liberty. Set up frostbite and prepare to start droping the shields. Every turn. Most likely opponent will be camped at the 5th marker, so you will need to move Luke and wedge there with the Echo Officer or put romas at the war room. One solid drain with T47 and they'll be done. If that setup isn't going to happen, just make sure to deploy all of your marker sites and make them walk under the shield while you keep damaging them. Keep them occupied at the system, and you should win.

Original card list

As posted on DeckTech
Starting Effect(1) Thrown Back (v) Shields(12) Battle Plan A Tragedy Had Occurred Wise Advise Aim High Dont Do that Again He Can GO About His Business Your Insight Serves you well Ultimatum Let's Keep A little Optimism Ounee Ta Traffic Control v Weapons Display v Objectives(1) LU/L (v) Locations(7) Hoth Echo Command Center 1st marker 2nd marker 3rd marker 4th marker Echo Docking Bay People(14) Commie Luke v x2 Wedge, RSL Hobbie Zev Corran Horn x2 Phylo Leia w/ gun Romas Lock v Toryn Farr v WED Bantha Droid Echo Officer v Incom Engineer Vehicles(8) Rogue 1 Rogue 2 Rogue 3 Rogue 4 Snowspeeder x2 Rebel Snowspeeder x2 Ships(9) GL in G! v X wing x2 Spiral Liberty Home One Bright Hope v x2 H,C & Falcon Effects(10) Your Insight Serves You well* HOTJedi* The Camp* Insurrection Man. Flaps v Echo Base Garrison Entrenchment v* Ice Storm Haven* Frostbite v Interrupts(10) The Signal v* Rebel Barrier x2 Houjix x2 Escape Pod v x2 Grimtaash T47 Battle Formation Alternatives to Fighting

See also

Sources

References