2005 World Championship Day 2 David Destefanis LS Massassi Base Operations
2005 World Championship Day 2 David Destefanis LS Massassi Base Operations was the Light Side constructed list played by David Destefanis at 2005 World Championship (Day 2); the list below is as posted on DeckTech by David "Lirkas 'DDM'" Destefanis (2005-09-05).[1]
Note: Also used at the 2005 European Championship; filed under 2005 Worlds. Bill to rule on the event.[1]
Deck info
- Player: David Destefanis
- Event: 2005 World Championship
- Stage: Day 2
- Side: Light
- Starting Card: Massassi Base Operations / One In A Million
- Deck name: The Perfect MBO WC 2005 - Europe
- Format: Premiere - Original VS6
- Source: DeckTech post (preserved copy: Internet Archive)
Decklist
Original post
The Perfect MBO WC 2005 - Europe
- Author: David "Lirkas 'DDM'" Destefanis
- Published: September 5, 2005
- Rating: 4.92
- Description: Here is *the* deck. Unbeaten everywhere (Worlds, Europeans). 15-0. Killed a lot of Scum.
Strategy
FUNNY NOTE: all the cards are CLASSIC. You can play the same deck in a Classic tournament, besides the starting effect. LOL
________________________________
"take a deep breath�"
Cancel all what you might have been thinking, all your prejudices.
MBO can be played right.
I am actually 15-0 in tournament play with MBO, counting 1 State and 2 Europeans, Day 2 WC 2005, and Day 3 Consolation tournament 2005. Fabien was playing it at EC 2004 too, and it went 2-1, losing only to me (yep, we faced each other), so the loss really does not count (could you say 17-0 then ?).
How can it be ?
Good deckbuiling and card choice, and especially "playing it at top level and awareness", which means that few persons (few=none) know how to play it at the fullest (else it would be winning more often, don't you think ?). But we will get into all the tech farther on.
Since I do consider this deck to be my best deck ever, and that the deck reached a good level of perfection, this Strategy article about the deck is about the most complete I've ever done.
Here is the structure:
Chapter I: History
Chapter II: MBO Overall Principle (for those unfamiliar with it)
Chapter III: Deck Set-up and Strategy
Chapter IV: Questions
Chapter V: Tech that everyone should know about
Chapter VI: Tech not so obvious / that people forget
Chapter VI: Fine Tech
Chapter VII: Card Choices and Questions about them
Chapter VII: Analysis of Cards/Tactics that may seem problematic vs. MBO
Chapter VIII : Match-ups
Chapter IX: Epilogue
Chapter I: History
MBO has always been, in SWCCG history, a deck that mesmerized players, who, in turn, tried to make a tournament worthy version of it. (wink at Brandon Ruck and Kevin Brownell)
MBO, even some 4-5 years ago, was even seen at Worlds, Day 3, but that was because of metagame: a courageous player, knowing his opponent in quarters of finals, think he could win by building an anti-deck of what his opponent would play. However, it turned out that the opponent played a total different deck, and so MBO got crushed, and returned to the limbo of "crappy" objectives to play with at a tournament.
Until� 2003.
There, a totally crazy guy (me), not finding any good (in his opinion), different (I always play different decks at States to make it harder) and funny LS deck to play States with, looked at MBO, because of a single card: Advance Preparations (V).
Yes, not because of the MBO force loss, but because of this simple interrupt.
This is because I had found out that I could deploy more than ONE proton torpedoes from under his starting effect, and so abuse Let's Go Left and Combined Attack (this led to a PC clarification to prevent it).
Since I guy didn't want to play any cheap strategy like Speed Y-W / B-W HB with this cheesy tech, I looked to something nicer, and MBO, being a "story-based" objective, caught my eye.
The 2003 State winner MBO was built the night before the tournament, and is still on my DT page.
This success at States (I was undeafeated with MBO) pushed a lot of players, around the world, to look again at this crappy objective.
Nowadays, 2 years later, I still love immensely MBO, which has become, quite truly, the deck I am Master in.
This is why the version I build is, imho, the "state of the art" of MBO right now, and you can't, and won't (even CubsFan now acknowledge it ^_^) find any other MBO which can hope of merely getting close of the perfection of this deck.
This 2005 deck, now, is even stronger, thanks to 1 V8 card (The Time For Our Attack Has Come (V)), 1 V9 card (Mon Mothma (V)) and another V10 card (Gold Leader In Gold 1 (V)). 3 cards, that brings it from "a great deck" (a "pearl" would say Fabien in 2004, v6 era) to a deck capable of winning Worlds.
The V6 version of 2004, while less perfect, won more easily games because the DS meta was not as aggressive and strong as today.
Still, nowadays, the deck didn't age, and manage to hold its own pretty well in every game it faced, crushing any opposition.
The secret of this deck has been kept hidden for ages, to allow me to go to Worlds once without everyone knowing about it.
Now that I've gone to worlds, I'm posting it.
This deck is a bomb, a jewel, and best of all: few do really know how to face MBO. The few who have some experience, usually are surprised by this totally different approach, which cost them the game.
But even if you know what's coming at you, there's nothing really much that you can do.
Nonetheless, the deck does not win alone. MBO does not autoplay (far from it), and has a lot of tricks (if you build it right and know it perfectly) that you can use to turn the tide of a game. Do not expect, then, to win just by playing this deck.
Chapter II: MBO Overall Principle (for those unfamiliar with it)
a) Generalities
While there are several possible ways to play MBO, the overall goal is to blow the Death Star the soonest possible. The blow-up provokes a 14 Force loss to the opponent (it can be more, it can be less, depending on your opponent's deck, from 13 to 20), and makes Great Shot Kid! kick in, allowing you to deploy starships for free (from hand or reserve), while retrieving 3 force each time you do it (if the starships are unique and are deployed to a system).
Nonetheless, your drains are +2 at battleground systems where you have a starfighter present with a pilot character aboard (mind, I said "aboard", not "piloting").
I said "the soonest possible". With this MBO. turn 3 is the average case scenario if you use the SAFE set-up, turn 2 if you use the QUICK set-up and have some more force.
Since the QUICK set-up is not anymore used due to the aggressive meta of nowadays, it is safe to consider the blow-up on turn 3.
It can happen turn 2 (happened once during WC 2005 since I was activating a lot) or turn 4 (happened once during WC 2005 due to Defensive Fire). Usually turn 2 blow-up happens if you risk the quicker set-up and have the force to do it (or if the opponent is giving you a lot of force). And the turn 4 is if you're unlucky with cards or if you have to play ultra-safe due to crappy hand AND crappy drawing.
b) Different strategies in MBO decks
MBO differ between each other on their strategy to flip and on the way they plan to blow up the Death Star.
The main flip strategy is Strike Planning with some generals (and/or Mon Mothma (V)).
This approach can be unexpensive (the minimum workable is 4, even though you can flip with only 3), but also quite the opposite if you start adding not-so-cheap characters like Colonel Feyn Gospic or Crix Madine (which cost 3 each).
The other flip strategy is Nightfall with spies, with is free, followed by Undercover on the spies to protect both Yavin IV sites from drains and beatdowns.
As for the blow-up strategy, most MBO use what we call a "spy ship run", which is basically deploying the first LS ships directly to the Death Star (Tantive IV (V) or Tala) with Luke on his X-Wing.
A few other decks prefer not to draw that many cards into hand, and start deploying ships first to Yavin IV, and then to move them for the Attack Run (normal run) This last strategy is usually more open to a beatdown, since the LS has ships on table (while the spy ship run has not), and can be slow because you need to move first your ships to the Death Star, and then, next turn, to move into the trench. Then, like the spy ship run, the ships have to wait another turn before being able to come back to a battleground system.
Last, MBO have a mid game side strategy to win games.
Most will just pack lot of ships to retrieve, thus outlasting the opponent in the force drain race.
Others will prevent drains with Entrenchment, since they can pull a Rebel Tech (V) each turn and send him back to the Used Pile too. Coupled with Draw Their Fire, they get also another way to retrieve/damage the opponent.
Others will use some rogue strategy to support their deck. It can be Artillery Weapons with Rieekan, Undercover Spies, EPPs, or force drain / damage reduction (Honor, Imperial Atrocity (V), etc�)
This Perfect MBO does use the main flip strategy (Strike Planning) and normal run blow-up plan.
However, it is much more quicker than any other flip strategy: the deploy of key ships, the blow-up, and the coming back to a Battleground system happens all in the same turn. Hence the speed.
As for the mid game side strategy, this deck uses some tricks, versatility and speed, to come out on top.
Fasten your seat belts, and prepare for the ride.
Chapter III: Deck Set-up and Strategy
Premise
Before speaking of the Set-up, it is important to grasp one particular notion:
if you wish to blow up the Death Star on turn 2 average, you need one of the following to happen:
- use the QUICK set-up (more on that later) AND
- the opponent's locations give you at least 2 force more to activate.
- the opponent is giving you the necessary activated force with Drop! (V), which, coupled with the icons he gives you, amount to at least 2 more force activated each turn.
- you have an really good hand: Red 5 (V) � or Luke (V) or All wings Report In & Darklighter Spin -, 2 Yavin IV sites, Advance Preparations (V), Haven (or Endor), and 3 other cards.
In short, you need some force from the opponent for a quick blow-up. Not that many, but still at least a couple a turn, or to have the cards to provide it for you.
Keep in mind that a turn 2 blow-up means basically "game won" for you.
It is possible also to blow-up the Death Star on turn 2 following the SAFE set-up, but it is rare, since you need a good hand turn 1 (meaning flip + Houjix) and a lot of force.
A) The QUICK Set-Up:
this set-up is to be done only if you have an Houjix or Escape Pod (V) in hand. I would, considering the meta, strongly advise against doing it however. You might risk this set-up without Houjix or Escape Pod (V)... but if for some reasons you get killed with overflow the next turn, know that you have lost the game.
If you have Houjix or Escape Pod (V) in hand, and some characters/sites to still flip if the opponent kills Rieekan (V), then, and only then, it is worth risking it.
1st turn DS:
a) Check your hand. Having 5 All Wings Report In & Darklighter Spin and 2 Luke Skywalker (V) and 2 Red 5 (V) in your deck, you have 82% to get one of those cards in your starting hand� so I'll assume you have one of them.
I will consider also that you will have in hand one of the following cards: Control & Tunnel Vision (there are 5), Advance Preparations (V) (there are 3), Rebel Tech (V) (1), Death Star (1). Basically, 1 out of 10 cards. Basically, 85% to get one of those too.
b) Check your opponent's objective or starting locations, and it's starting effect. What are you looking at ?
The number of LS icons he's giving you. And to see if he plays Drop! (V) as a starting effect.
Since V8-V10, a lot of Dark decks have been playing Combat Readiness (V) so you should have at least 2 other LS icons for you. If you do not, then maybe the text on Drop! (V) will allow you to activate some more, which eventually results in the same situation (actually a little better in the beginning since you're also drawing a card).
Basically, if the opponent gives you some force each turn, you will blow up the Death Star turn 2, unless some bad starting hand or some personal choice about a SAFE flip.
c) Wait until the opponent's draw phase to get General Rieekan (V) with Strike Planning.
You do not need anything else right now, and I strongly advise not to pull Mon Mothma (V) if there is a Scanning Crew possibility. (which usually there's not since no one plays with Scanning Crew anymore)
1st turn LS:
If the opponent has Drop!(V), sight, because this is the turn where you will let the opponent pull a lot of stuff.
a) deploy a Y4 site (the Y4:Jungle is best) and put Rieekan (V) there (2 Force).
b) If you have the force, deploy Haven on Yavin IV with Rieekan (V) and Luke Skywalker (V) with Red 5 (V) there (3 Force) with Squadron Assignments. You need 5 force to do it, so it is not so complicated, and indeed it happens everytime. (2 actions with Drop! (V) for the opponent)
Of course, do not deploy any other locations that you have in hand (but Endor), unless it is safe for you to assume the opponent won't come to you to prevent you from flipping.
If you have 2 force left and don't fear too much Drop! (V), and have also another Y4 site down (not the DB) and Endor in your Reserve, you can take also Mon Mothma (V) which gets Endor, for 2 more activation next turn.
To do a second PERFECT turn blow-up, besides some average luck in card pulling, you need 8 Force (the bare minimum is 7). Considering that you might need to play a Control & Tunnel Vision, better it be 9. Of course, if you have already all what you need in hand (Advance Preparations (V), Tigran Jamiro (V) and Death Star), you do not need the Tunnel Vision.
So all in all if you have a Tunnel Vision, do not draw (or do if you have a lot of force and want some cards). If you haven't, draw just if you're overactivating due to some more icons or Drop! (V) or some locations that you had in your starting hand.
All in all, you have stopped the Drop! (V) to a minimum damage (2 cards for the opponent, if you did not play Mon Mothma (V)). It could be worse, but it could be better also.
2nd turn DS:
Besides some real offensive DS decks, few will jump on Red 5 (V) with Luke Skywalker (V) aboard on a Haven system, with a possible free Spiral React. The General is power 5 (+2 for Jungle, +1 for Red 5 (V) on Yavin IV) in battle and immune to attrition, and cannot be battled barring a spy, Presence Of The Force (Crossfire (V)) or Elis Helrot. Not going to happen on turn 2 for DS.
The only exceptions are Scum decks, Crossfire (V) starting decks or decks with Jabba's Influence (V) that might jump on you with J'Quille (V). I won't consider yet those match-ups, and this is why I HIGHLY advise NOT to play this QUICK set up.
If facing such a DS deck, do not do this flip strategy but use the other one (the SAFE one).
Play Battle Plan Shield if the opponent is going to get a good fat drain, else take the damage if you can from your hand (not from the Reserve if possible) (this is to force the opponent into playing his own Battle Order shield since you will drain at Yavin IV next turn).
Wait the draw phase of Dark side and get both Mon Mothma (V) and The Time For Our Attack Has Come (V) (with Don't Do That Again shield).
2nd turn LS:
a) Use Luke Skywalker (V)'s game text to get an All Wings Report In & Darklighter Spin (look at your Reserve while doing it to check what's inside and what's not). Usually the opponent will play the Coward shield to prevent your retrieval, but really, all you want is your interrupt.
b) Take Red Squadron 1 with the interrupt (if Wedge, Red Squadron Leader is in your reserve, else take Red 7 to get BoShek (V), or just Red Squadron 1 to get BoShek (V) if Red7 is not there). And play Control & Tunnel Vision if needed to get a missing card.
c) play Red Squadron 1 with Wedge, RSL on Haven (1 Force), play The Time For Our Attack Has Come (V), deploying the Nebulon B-Frigate (3 Force) from under your starting effect.
d) deploy another Y4 site (usually Massassi Headquarters).
e) deploy Mon Mothma (V) to the Yavin IV: DB (2 Force) if not already done (can be done also at Ruins if you fear a beatdown).
f) get Endor with Mon Mothma (V) (if possible).
g) get Tigran Jamiro (v) with Rieekan (V) on the Massassi Hedquarters (or last site) for free, flipping MBO into One In A Million.
h) since you are still in your deploy phase, get the Rebel Tech (v) or the Death Star (usually the later, it is considered that you have Advance Preparations (V) into hand or that you grabbed one with one of your 5 Tunnel Vision this turn) into hand from Reserve.
i) deploy the Death Star.
j) play Advance Preparations (V) targeting Red 5 (V).
k) carry Red 5 (V) aboard the Nebulon B, and move them (1 Force) to the Death Star�
l) disembark Red 5 (V) and make the Attack Run, blow the big ball (if you miss, use Mon Mothma (V) game text for 1 force to add 4 to your total; the opponent loses 14 usually (or more).
m) carry back Red 5 (V) and ditch The Time For Our Attack Has Come (V) to move back (1 Force) to Yavin IV.
m) disembark Red 5 (V), and, if Endor is on table, move for free Red Squadron 1 there.
Total: 8-9 Force, like I said, and you're already in position, next turn, to drain for 3 at Yavin 4 and 3 at Endor, for free, with Luke's retrieval, and power +2 in Yavin IV site battles, and power +3 at systems-.
With only 7-8 Force: you just don't move back the Nebulon to Yavin IV (yet).
With 9-11 Force: you have the possibility of playing a Control & Tunnel Vision to get a card from your Force Pile and still do your stuff or/and have the Force for an Houjix even with First Strike out.
With some more Force: you can also shuttle every character on Yavin IV to the Nebulon, thus saving your skin from a possible beatdown, if you have no Houjix.
In general, however, if you do have an Houjix, there is no need to move away. Better to let the opponent come and burns some scarce resources for nothing (allowing you to retrieve even more cards).
Some other cheapest flip strategy is possible, since you could really blow up the Death Star, let's say, with BoShek (V) (1 force on Haven), play The Time For Our Attack Has Come (V) thanks to Gold Leader In Gold 1 (V) (0 force on Haven, +3 for Nebulon), and flip with Mon Mothma (V), Rieekan (V) and Jamiro (V) (total 4 Force).
Of course, you might not find a particular card in the reserve, or not have it in hand, but between the 5 Control & Tunnel Vision, and all other cards you might have in hand (a location, a Tech, one of the cards you should take, etc.), the Death Star goes away by turn 2, 3 by the latest.
B) The SAFE Set-Up
To be used nowadays most of the time, alas. The SAFE flip was used every game at Worlds 2005.
Nowadays, however, most DS decks have the knack and possibility to jump with a spy, an Elis Helrot, or a Presence Of The Force on your lone Rieekan (V) turn 2, thus effectively ending the game for you.
So, how to deal vs. the second turn beatdown ? (especially vs. Scum)
Easy. Do NOT deploy anything to Y4. Even if you have an houjix. Deploying someone to Y4, even with an Houjix, will push the opponent to battle you and swarm Y4, and even though you have the tools to deal with it, you'd be better the other way.
Just start to build your hand and deploy a site with your objective, while checking that way what's in your reserve (and thus, your force pile). Draw anything needed (but what is needed ? well, this comes from experience, and varies from game to game).
The goal is to slowly boost your activation, while getting everything needed for a quick 1-turn flip.
Having Houjix is of utmost importance too.
Usually with C&TV, 5 other Y4 sites in the deck, and Rieekan (V) game text (and Mon Mothma (V)), it can be done turn 2 everytime.
If you have enough force for a capital to be deployed at Y4, you do not need any houjix: just shuttle everyone up (I would beware, although: a character could be barriered on your sites).
Then it's all a matter of blowing the Death Star (same or next turn, depending on your hand and force), and killing the opponent.
Of course, the opponent COULD swarm your locations to prevent you from flipping. How to deal with it ?
Easy. If the opponent deploys turn 1 to your DB, then it means he's looking to prevent you from flipping. Thus if possible flip turn 2 with Houjix in hand. Considering that Rieekan (V) AND Mon Mothma (V) can get both a <> site, you should have no problems doing it.
If the opponent swarms your two Yavin 4 sites turn 2 and not turn 1 (because you did not manage to flip yet), still flip thanks to your last TWO Y4 site and the other TWO non unique sites that way.
Now, from now on, all this Strategy Article will consider the SAFE flip strategy, for consistency purpose.
Summing up.
The first thing this deck do, is to flip, safely.
Then, it is deploying ships to Haven at Yavin IV, and blowing the Death Star right afterwards, coming back immediately after to Yavin IV and/or Endor.
Afterwards, you're in the middle game.
The opponent will have lost usually 14, and will have less cards in hand than before. Your goal here is to play your game while destroying his.
Any opponent knows that once MBO has blown-up the Death Star, they need to damage it quickly, else MBO will just drain for a ton and retrieve its whole lost pile.
So the opponent will try to damage you, usually with drains.
There are many ways to achieve it. He can try to drain you at his own locations, or yours.
There are few decks nowadays with much drain power, and these ones are usually Scum (Gailid, for a total drain of 6), Maul decks (or similar, with ligthsabers), and some rogue strategy like Stormtrooper Garrison, AOBS with Vigo, etc.
Whatever the damage caused, it has to be dealt with one way or the other.
The best way to prevent it is Battle Plan. Usually played at the beginning of the game, this shield takes a whole new meaning in the middle game, simply because IF the opponent does not occupy a Battlegruond system, he will have difficulty draining you everywhere.
The Dark side could theorically drain you at 3-4 different locations, but each one is going to cost him 3 force, and to drain at fewer means (besides Maul deck, but this is counterable with Ultimatum or Control) that you will have no problem retrieving the damage dealt.
So making the opponent pay for his drains is of the utmost importance. Especially since the opponent is already getting low on ressources (14 force lost, and the drains 3 coming each turn).
the goal then is two-fold: make him pay for the drains and/or making his drains manageable so that each 3 force spent won't be a lot of damage, but only drains of 1, for example.
To manage this, you have Control for the big drains, or just simply landing a ship with Houjix in hand (of course you lose 2 cards that way, but 2 cards ALREADY on table but Houjix, so you really lose 1 only, and you have more cards to retrieve then). And reducing opponent's drains to 1 at Yavin IV sites is done easily with Imperial Atrocity (V), Princess Organa, and Rebel Tech (V).
To make him pay for the drains, however, you have to take him away from space.
Luckyly, this is MBO. You won't find a deck more capable of clearing space systems than MBO for LS.
If the opponent is at Yavin IV with Haven there, you can literally deploy nearly all the ships in hand easily thanks to the -2 deploy bonus to ships and -1 to pilots, which, if you add Great Shot, Kid! to get an expensive ship for free, makes your total space power easily go to 30-40 with ease. Even more if you had 2 battle destinies and a Spin for 6 maneuver with Red Squadron 1 or R3 Falcon.
Against fleets somewhere else, just bring the beats, choosing carefully your ships, and if you don't manage on the first try, just swarm the system (thus retrieving) with your ships (deploying them at Haven helps), to prevent the opponent from running anywhere without getting killed.
During all this time, you will have to choose the moment when to occupy a battleground site so as not to pay for Battle Plan too. Here is all the difference, since you will surely pay for retrieval due to Secret Plans.
The Swamp is the best site where to do this, since the opponent will need to pay 4 ot battle there. If you manage to clear the opponent from space, he won't have enought force to drain AND to deploy AND to battle you there. Whatever he decides, you win: if he drains, then you won't have to pay for draining next turn, and will have all the force needed to pay for Secret plans retrieval, and movement to block opponent's drains if needed with ships/characters/houjix.
If the opponent battles you, then he won't have drained you a lot. So you will lose maybe a couple of force due to drains, and some cards already on table at the Swamp. You will maybe (not sure) have to pay for drains next turn, but you will retrieve the force lost easily, and the opponent will have even fewer cards in hand, so you can land somewhere else a ship and/or characters to satisfy battle plan again for the next turn.
All in all, your ships become a valuable asset in the middle/end game, allowing you to do a lot of different tricks to annoy the opponent and win the game.
Remember that Luke (V) can help you retrieve 1 more force each turn, or get AWRI&DS for battle damage (spin) or to get a X-Wing in hand for more retrieval.
More on specific cards and strategies later.
Chapter IV: Questions
How to resist to early pressure and not lose critical cards ?
Frankly put, MBO will take no more than 3 turns to blow up the Death Star. It is quick, very quick.
If facing a Maul deck, you have to fear only if the Maul deck is lucky enough to get everything on turn 1 (which is far from guaranteed), and even then, you can decide to slow the opponent with a character and Houjix, or just a Control (unless Bane Malar (V) is there).
So all in all, you'll be the one creating the pressure soon enough.
Why turn 1 ? this is because turn 2 you flip (it can be turn 1 too), thus getting the Death Star into hand, and all needed cards left like The Time For Our Attack Has Come (V) during the opponent's next turn, thus you can lose from Reserve without fear.
Anyway, an Imperial Atrocity (V) was put inside the deck. The reason is that usually the first drain of the opponent is the most dangerous, since it does happen on turn 2, after your first turn, and you might lose critical cards from Reserve.
Against it, Battle Plan is usually enough to push the opponent into not draining (but in quick DS decks that set-up both space and ground turn 1), and if not, with Imperial Atrocity (V) protects you from the first 2 drain damage (even at battlegrounds). Then, afterwards, IA (V) protects you from drains at Y4 sites too, when the opponent starts draining at them. IA (V) was chosen because being an immediate effect, you can get it with Don't Do That Again, in case you have already The Time For Our Attack Has Come (V) into hand.
There is also Princess Organa, who, even at Y4 system, substracts 1 from opponent's drains at your sites.
Remember also that the Rebel Tech (V) cancels the nasty "+1 force drain" lines on your opponent's side of your Y4 sites. All in all, these 3 cards together can help reduce (to 0) your drain damage there.
What makes this deck strong ?
The strength of MBO is of course the 14 card loss and Great Shot, Kid!.
What makes this MBO strong is that this 14-card loss will occur in turn 3 95% of the time (like I say, it is an average, but a pretty solid and standard one). And you have the tools even to risk a QUICK set-up for a turn 2 blow-up, or to make it even with the SAFE set-up if given enough cards and force from the opponent.
The 14 force loss is like the old Rebel Strike Team (pre-virtual cards) where the 6 from Podracing and the 8 from Bunker usually sealed the game, but you're doing it here with only one action, and there are no Shields against it. (albeit you're not putting their hands back into used pile either)
While there are some other versions that can blow the Death Star on turn 3 (which is the aim of any MBO), they are either card intensive either slow on set-up.
This version does take one problem at a time: first set-up (both space and ground), and then naturally the blow-up. This leaves you with less risks of losing critical cards to drains or force loss in the beginning (because you are deploying cards all turns critical to your set-up), and it even fools your opponent into thinking that he will have the time ("one more turn") to bring a strategy to shut you down (or to set-up before you do), because, let's say it, if Luke (V) is on table at Y4, he is not making the run, and since no one expect a Nebulon run, every DS player will think to have another 2 turns before the blow-up (since the Attack Run is a regular move).
Well, you can imagine the face of your opponent when, turn 1, there are just the characters for a flipped objective, and turn 2, you have Luke on Yavin IV, but with a Nebulon, Wedge on his X-Wing on Endor, 14 force less, and the threat of a huge force loss (6 from drains) the next turn, with Great Shot, Kid! in effect.
As for the Nebulon B., it is an average card, but it does speed you 1 turn for only 4 force (3 to deploy, 1 to move). The "Nebulon Run", as I call it, is also a lot safer (and unexpected), and not subject to counter tactics like Imperial Barrier + beatdown. Even Control & Set For Stun will hardly touch you (and good luck finding one early enough, with a 5 tracked, and the force to use it, during DS turn 3).
And, thanks to The Time For Our Attack Has Come (V), it allows also to gain back another turn by moving back into drain position at Haven during the same turn.
But it is not only in a 3-turn-blow-up where the strength of this deck lies. It is also all about card efficiency and versatility of the cards played. This deck just can do more than "blowing-up" the Death Star and "racing for the Force Drain race". It can jump on the opponent on ground (couple of EPP Obi). In space the deck is strong (it is MBO, indeed) and can get quickly to 40 power with minimal expenses (Great Shot, Kid!) and retrieval.
Against Drains you have Control. And also some landing with starfighters (and pilots) with Houjix in hand.
Against damage or drains at Yavin IV sites you have Imperial Atrocity (V), Rebel Tech (V), and Princess Organa.
In brief, you can adjust your game depending on how the game goes, and you are not stuck with a linear and expectable strategy like "non-interactive blow-up and drain race". So play defensively or offensively, as the game goes.
There are 3 last good points about this deck: the first, is that you can pull everything you need pretty quickly (there are no 2-3 cards combo to pull a single card), and indeed the deck unrolls magically with so much ease it is a pleasure (but it is not an auto-set-up). The second, is that MBO is unexpected. People will play MBO, but never at the top tables. MBO was not considered tournament viable until I played it and won with it at States 2003. Now, it is still considered a rogue deck, with many players dismissing it, even though me and Fabien Jacques rolled over everyone with it at European Championship 2004 and EC 2005.
The last point, is that besides some Capital ships, there is not a single useless card in the deck for your set-up! Every card you will activate or draw with Drop! (V) or the normal way WILL make you one step further into flipping and blowing the Death Star. And these same cards are NOT useless after blowing up the Death Star: Control & Tunnel Vision will help you get a critical card in hand or cancel a big drain, All Wings Report In & Darklighter Spin will help you in battle or help you get X-Wings for more retrieval or drain power, etc.
Plainly put, it is a deck which is unexpected to do so well at high tournament level, and so you have the "match-up" knowledge on your side (which is an important factor in any game).
A honorable mention goes to, imho, one of the best LS card in the game: Advance Preparations (V). Still after braking it a year ago (it has forced a clarification), the card is still strong, even in non-MBO decks: it is a destiny 6 that allows you to retrieve 1 force, and also allows you to get a weapon for your ship (good for power pivot if you play it), a weapon that shoots anything (not only starfighters like the X-Wing Cannons), so it is even better with some side strategy like Colo Claw Fist and Power Pivot (�hit' ship is immediately lost). It does not stop there: it allows you to bring your deck on the winning side against any SYCFA deck (with a little of tracking).
Of course, in MBO it just shines. You can retrieve ANY one card with it. The possibilities are endless: an EPP for a much needed ground power, a ship to be deployed next turn with Great Shot, Kid!, or a critical card like Houjix, or Rieekan (V), to be taken back shortly after with one of your puller cards.
Plainly put, this deck wins, even if it does require some practice to get it right (meaning some playtest and some losses to learn your mistakes and "how things should be done"), even for "great players", just because it is a different play style, with different cards.
Fabien Jacques played it for 3 months to get the feeling and all the subtleties in check.
Last mention: MBO does not have any difficult match-ups (but quick Watto, which no one plays nowadays). True, some are more difficult (or should I say "less easy" ?) than other, but not so one-side than with other decks.
I do think that the deck is much more solid than any other MBO you might have seen. So this is surprising in itself. While this deck does not have the punch to think "ground" against a ground deck (example: Scum), it is not helpless either (thanks to the 2 EPP) and things change after a 14 force loss, where your opponent's resources are severely hampered. This is what makes the solidity of this deck "real solid". When the Death Star is blown, the opponent will have some 14-17 cards in his lost pile, some 4-5 remaining in hand, and some 15-20 on table. Which means some 20 or so life force remaining. Add a couple of drains "3" here and there the turn after, and you can understand why the DS may have some problems doing you any serious harm.
What are the weaknesses of this MBO ?
Before V9, this MBO could have some bad luck due to the many destiny "1" in the deck, for the Attack Run. Indeed, to blow up the Death Star you need 16, which can be reached, without Mon Mothma (V), only with all 4 sites down, the Headquarters controlled, and the Tech (V) deployed.
Which does not happen very often turn 2 (or 3, but since you flip turn 2 anyway, you can't / any other Y4 site with your objective, so usually the number of sites down between turn 2 and turn 3 do not change, and <> do NOT count towards Attack Run total).
However, with Mon Mothma (V), now you will have a minimum of 3 sites (3) + Mon Mothma (V) (4) + Luke (7) = 14 for the run, so even a double "1" is enough. If one of the sites is the Headquarters, it is even easier, since you already have 16 without drawing destinies.
A draw of 1 and 0 is still possible, however, but since the 0 are sites, and often <> sites, you can get them with Rieekan (V). Or just add the Rebel Tech (V) and you are safe.
Plainly put, this deck has NO real weakness.
But let's speak about the possible weaknesses that you might think:
a) unability to flip if they invade Yavin 4. Well, no.
Let's say that this MBO does not plan on drawing huge hands (vulnerable to Monnok) dropping all the Y4 locations and flip in the same turn (thus preventing invasion), but still, not flipping is not something that happens, period. The reasons are multiples:
- generally, an opponent trying to invade Y4 is slowing his deck set-up. Which means that if for some reason he does not manage to stop you from flipping, he has already a foot in the grave (because your deck is set-up and he will lose 14). This alone stops most DS players to try to invade Yavin 4. This is also why top players will always say "play your own game". Of course, if your own game for DS is trying to disrupt the LS strategy, then go for it.
- any player knows that MBO can deploy also another location (here the swamp or jungle) + a Y4 location with the objective in a single turn. Which means that quickly the opponent has to control 2 locations to prevent you from flipping. Which is impossible turn 1 (there is only the DB out) and not easy by turn 2 (but it can be done) and with minimum benefits: the Dark Side can drain there for 2+1 maximum, which is usually dealt with Battle Plan shield. Since my MBO packs FOUR Y4 sites AND the Swamp AND the Jungle, the Dark Side has virtually no hope of preventing the flip.
In the unlikely event that the opponent manages to control 3 sites, you can always jump on the most weak site with Mon Mothma (V) or an EPP and at least (if not beatdown) clear the site, allowing you to land a red fighter to flip.
Remember also that Mon Mothma (V) can get the Swamp instead of Endor, while Rieekan (V) gets the Jungle and your objective the 3rd site for the flip if you really wish.
b) predictable.
Which means that the opponent knows what to expect from a MBO (like, for example, next to no ground forces).
Well, this deck packs 2 EPP Jedi, which helps with the matter, especially in the late game, where the opponent might want to spread to drain you more.
Add the Yavin IV: Jungle, 5 Tunnel Vision, and you get the picture.
Also, no-one is expecting a Nebulon B. Attack Run.
And also, like you will see, the Nebulon opens a wide range of possibility of plays, even at the start of the game.
c) J'Quille (V) beatdown: this is done usually with Jabba's Influence (V). Against such decks, you have to be careful. You're risking really just a turn 2 beatdown, if you put Rieekan (V) down. In general I would not play Rieekan (V) with the threat of J'Quille (V). Just flip safe. If your opponent is preparing for a beatdown, he will be sorely disappointed.
d) force generation:
MBO generates 3 while giving away 2 turn 1. Basically, one of the worst force generation ration of LS starts, but MWYHL (2/2). MWHYL however boost its generation rapidly with Dagobah sites, taken with Dagobah's game text. MBO does the same, however your force generation there is limited to 1 (this had sense a lot of years ago, nowadays the meta is so quick that it just makes you at severe disadvantage) until you flip.
Force generation, then, IS an issue. This is however faced with careful deckbuilding (cheap flip, like Tigran (V) who deploys for free), and with locations, like Endor, which with Strike Planning give no force to the opponent.
Once you're flipped, the deck generates enough to survive.
Chapter V: Tech that everyone should know about
General Carlist Rieekan (V):He gets for you the following cards: Haven, Jungle, Swamp, Tigran Jamiro (V). Total: 4 cards. Few chances to have one in your starting hand, but it would help with the set-up, since Rieekan (V) can get only one of them in any given turn.
All in all, he is an important character for your set-up since he quickly gets Haven for you (and Tigran Jamiro (V)).
One In A Million: you do not need to deploy the cards that you are / from the reserve, even if you have to do this operation on the deploy phase. You can take only one into hand however. This helps when you need a card to lose to a Force Drain (the Tech or the Attack Run Epic Event that you retrieved last turn).
Your power is also +3 in space battles. This is like EBO, and it is strong. Keep it in mind when battling. This +3 is functioning even if you do not blow the Death Star.
Haven and Spiral: The Spiral deploys for free as a react on Haven. This means that Bright Hope (v) alone is enough to deal with nearly anything on Yavin IV if you have a Spiral in hand (you will have power 8 in battle, 11 if One In A Million, 2 battle destinies, and you will cancel one). Indeed, the opponent will notice that and leave you safe, especially if the Death Star has been blown away (because in that case you would be retrieving 3 with the deploy for 0 of the Spiral). Ok, this is farfetched: opponents unfamiliar with MBO will not realize the "retrieve 3" with a free spiral react during their turn. Main reason why they are 2 Spirals in the deck: it means that even if your Nebulon is Barriered before the run, you have so much power and battle-destiny cancelling ability at Y4 that the DS will leave you alone.
Luke (V) and Control & Tunnel Vision: while setting up your deck, it is smart (when you do not have to take an All Wings Report In & Darklighter Spin) to play a Control & TV (take from your force pile any card) just to retrieve it back afterwards with Luke (V).
Come Here You Big Coward and retrieval: Even if you occupy only one battleground, if you deploy a unique ship to ANOTHER battleground, you will retrieve 3 with Great Shot Kid.
The Time For Our Attack Has Come (V): remember that ships deployed from under your Starting Effect let you retrieve 3 Force with Great Shot, Kid! if they are unique (that is, the Redemption (V)). This is the reason why there is the Redemption (V) inside: it deploys for 3 (1 at Haven), so it is a good ship for retrieval purpose.
Chapter VI: Tech not so obvious / that people forget
Death of Rieekan (V) or Mon Mothma (V): if you desperately need him (to hold a battleground, for example), you just need an Advance Preparations (V) to get it back. Then as soon as you recirculate, get him back with Strike Planning. This works only if you did not use already all your / by getting the 2 characters already.
/ Rebel Tech and Come Here You Big Coward (shield) (in case you are holding just one system and you can't or do not want to deploy to another BG system). Get the tech with One In A Million. Deploy it somewhere (BG site). Now deploy for free your ship to your system and retrieve 3. Send the Tech to Used, / Advance Preparations (V).
/ Tech and Court Of the Vile Gangster: play it every turn on Tatooine to dodge Court Damage. Send him to the Used and / Advance Preparations (V). This has to be done in the beginning of the deploy phase, else when recirculating, it will be on top of your reserve (nearby, anyway, so you will have problems doing it again the turn after).
One In A Million: flipping the objective does not mean the Death Star has been blow up. This means that you just need to flip to play Advance Preparations (V) to full effect to retrieve ANY particular card, when you're flipped, even before blowing-up everything. Which means also retrieving the Death Star (let's say it was the only card that you lost from the Reserve).
Nebulon B. Attack Run: since the set-up is Haven on Y4, deploy one Nebulon B. there for 3 force.
Now, when flipped, deploy the Death Star, play Advance Preparations (V) on Red 5 (V), carry Red 5 (V) aboard the Nebulon, move the Nebulon to the Death Star, unload Red 5 (V). Now Red 5 (V) can make the attack run, on this same turn.
Opponent's control of Yavin IV: usually happening turn 1 with decks starting Combat Response, this is annoying, since you cannot play Haven for a quick deploy there. You have first to deploy a ship (and Luke (v) and Red 5 (v) are costing 6, not 3, without Haven, there). Well, in that case, just stockpile some Force in your activate pile and do it next turn (while stopping opponent's drain with battle plan). A good combo is to deploy Bright Hope (v) there for 2 force, then Haven, then Red 5 (v) with Luke (v) for 3. Total 5 force, 1 to initiate. When you have been stockpiling Force, it is usually even more bloody and one-sided battle.
Rebel Tech (v): more often that not, this guy is sent to the Used as soon as he hits the table. Remember, however, that if you think you will have some problems making the Death Star blow-up, this guy adds 1 to the total, WHEREVER he is. Remember also that if for some reason the opponent occupies the Y4: Massassi HQ, all you need is the Tech down to ignore the �4 to Attack Run.
Remember also that he cancels all these nasty lines of text on your sites like "force drain +1 here".
Rebel Tech (v) and Swamp: be very careful. A Tech down is nice, but not so nice in your opponent's turn if you have persons hiding in the Swamp, since the Tech effectively cancels the Dark Side game's text, so no more +3 to battle. All in all, be wary of keeping a Tech on Yavin IV too long.
Spiral react: playing 2 Spiral means that once the Death Star has been blown-up, you can retrieve 3 during opponent's turn by reacting with the Spiral. Since the ship deploys for 2 as a react (free if at Haven), even with Secret Plans, it will cost you maximum 5 Force. This is especially nice since the cards retrieved go to the bottom of your reserve deck (after recirculating), and if there is a starship in it, you can easily know how much force to activate next turn to deploy it for free with Great Shot Kid, thus retrieving 3 and� the Spiral again. Indeed, you can react either in a force drain (to be done if with Houjix in hand) either in a battle. Either way, the Spiral will surely be forfeited in the battle to come.
Yavin IV: remember the game text. Power +1 in related site battles for each of your starship there if you control. Coupled with the Swamp text, this helps. Especially since most starships are parked there usually (due to Haven).
All Wings Report In & Darklighter Spin and Guri or Imperial Justice (V): since you will be drawing often more than one battle destiny, if you see Guri, just spin for a good 4 to 6 maneuver destiny, then draw another one. Congratulations, the system is cleared. (100% confirmed by rules).
Attack Run & Blown-away rules: While the Death Star system and locations go out of play when blown-away (all that remains is the Death Star system flipped on the back side, to indicate the space location, which is considered a system with 0 icons), the Attack Run does not go Out Of Play, but in the Lost Pile. This is good, and this is bad. It is good, because it is one more card that you can retrieve. It is bad, because it is a destiny 0. However, remember that with your objective, you can / it during your deploy phase. Attack Run is then a good card that you can pull every other turn to lose to a drain or a damage during the next DS turn, and you do not risk to draw it ever as destiny, if you pull it with One In A Million. Of course, if there was a LS Overload, this floating destiny 0 could be used in a lot of ways, but there is not.
The Time For Our Attack Has Come (V) tricks: remember that you can play this Immediate Effect as soon as you deploy or move a second piloted rebel starfighter to the same system as another one. If done during the deploy phase, this means you have an option for beatdown (with the Redemption (V) at Haven you get 6 power for only 1 Force, and immunity Chapter VI: Fine Tech
Nebulon B. safe but quick Run: sometimes you might fear a beatdown on the Death Star (in case you miss the run, which shouldn't happen, but you never know) the turn after. This instance can happen also due to some Black Sun Fleet tech (errrk) or to Spy ships after the Death Star has been blown up (Visage come to mind).
Well, there is a way, if you think you're risking something, to save your skin. Basically your average set-up puts 2 ships into Haven before flipping.
Just carry BOTH of them with the Nebulon B. to the Death Star. It does not cost you any additional force. If you manage to blow up the Death Star, then just move back everyone to Yavin IV (usually, since there is Haven there) or any other system to earn the drain +2 next turn. If you do not manage, just keep your other ship there. Since there is Haven, you should be safe enough.
Or just leave the escort ship to Yavin IV. If you fail the Attack Run, just move it to the Death Star for added protection (but it will cost you 1 force more).
/ Tech, / Advance Preparations (V), play it as Lost to retrieve ANY 1 card, Deploy free a ship, retrieve 3: this combo allows you to retrieve any one card you want (admitting One Is A Million is on table), even a deeply buried one, and then to retrieve the Advance Preparations (V) just played and 2 other cards.
Lose a card: you have to lose a card before the Death Star has been blown up and you don't want to lose from the reserve ? Lose a ship. You can retrieve it anyway later with Advance Preparations (V).
Indeed, if you retrieve the ship during the opponent's turn, it will be at the bottom of your reserve afterwards, which means that you will be SURE to get a ship with Great Shot, Kid! at your next turn.
Far Nebulon run: You do not need to keep Red 5 (V) at a parsec 4 or less system to do the Nebulon Run. If for some reason you need your early ships to a parsec 5 or 6 system, just remember that The Time For Our Attack Has Come (V) gives the Nebulon +2 hyperspeed. It is nice to put pressure on Hoth against Walkers or at Bespin against CR (V) decks if Yavin 4 is too� ehm� crowded for your tastes. Remember however that you won't be able to come back to a parsec 5 or 6 system that way with the additionnal move of The Time For Our Attack Has Come (V), since you have to lose the immediate effect first to be able to move again.
Battle Plan, Ultimatum and Recycling of Starships: there is a reason why all the Yavin IV sites are exterior: this is to allow shuttling in the early game to protect your characters and to allow the X-Wings to land to help you flip in dire situations, BUT it does not stop there. You can also abuse of this system by landing any starfighter (with or without some characters inside) like the R3 Falcon on a Y4 Battleground site, like the Swamp or/AND the Docking Bay. This can prove very effective to satisfy Battle Plan and/or Ultimatum.
The opponent has usually no other choice but to try to battle you. This can be difficult when he's already lost 14 force + drains, and has also has often to pay +3 to battle at the swamp.
Then, he has to cause enough damage to force you to forfeit both the starfighter and the character (who jumped outside when it landed). And even if they do, you have Houjix, and an Advance Preparations (V) to retrieve the ship back to do it again somewhere else next turn (or just use an EPP or another ship).
The great thing about this strategy is that the opponent is wasting resources to kill you on the ground, and kills your starfighters, that you can retrieve very easily into hand with All Wings Report In & Darklighter Spin to get another 3 retrieval.
Remember also that the R3 Falcon does not have to pay 3 for maintenance when it is landed or embarked in a capital.
Chapter VII: Card Choices and Questions about them
a) card choices:
Endor: get it with Mon Mothma (V) without wasting a card slot for Romas �Lock' Navender (v) to get other systems. Endor is better than most systems because:
- the opponent does not generate any force there thanks to Strike Planning.
- moving from Haven (on Yavin IV) to Endor is free (-1). Which means that the same turn that you blow up the Death Star, you can move Red Squadron 1 for free there.
- it is parsec 8 (4 parsec difference with Yavin IV). This means that only a few DS ships will be able to make the trip from both systems. Of course, Home One, and some other Ships have the same problems, but not the Nebulon.
Yavin IV Jungle: safe choice. Activation of 1 hurts, but not until you're flipped (until then, you activate only 1 per site anyway). It let the opponent think twice before invading Y4 on your second turn, for fear of an EPP beatdown. Protects your General Rieekan (V) or Mon Mothma (V) from any average spy strike (without weapons or too much power)
Yavin IV Massassi Headquartes: 2/0 site. Exterior site. Very important to save your characters (like all other exterior sites) from beatdowns against ground decks packing Elis Helrot by shuttling them up. Adds 2 to Attack Run if you control. Should be put down on turn 2 (not turn 1).
Yavin IV Ruins: 2/0 site. Exterior site. Helps for the flip (4th site) and for the Attack Run total. Helps also not putting down the Y4: Massassi Headquarters if for some reason the Yavin IV:Jungle is your active force 1st turn. Note that even if it is a drain 3 site for the opponent! With Imperial Atrocity (V), however, a Rebel Tech (V) and Princess Organa, you will lose no force there. Done multiple times at Worlds.
Swamp: speed and usual weakness of ground of MBO vs. Dark decks means that your best bet to prevent a beatdown is the pay +3 game text to battle. Makes the beatdown even more worthless when with Houjix. Way superior than the <> Forest.
Jungle: a �1 drain site. Not often used, but sometimes the swamp is not available in your reserve. You can put it on Endor, play EPP Obi there, and wait for the beatdown with Houjix. Don't draw battle destiny. Congratulations, your opponent has just stranded uselessly a lot of power cards there draining for nothing.
Red 7: one of the few ships where BoShek (V) provides immunity. It has other benefits as well: it is destiny 4, and it is a Red ship for purpose of cancelling BD with Wedge, RSL. This ship is usually played to pull BoShek (V). Cheap ship with pilot (2+2 at a system or docking bay, or 1 force at Haven). You can put Princess Organa there too if needed.
BoShek (V): see Red 7. Pulls also any device (there was a Fusion Generator Supply Tanks (V) in the past, so if you want to add some devices, BoShek (V) can get them for you). Nice emergency flight leader for an attack run (ability 4). Fills the slot of "2nd ability 4 pilot" in the deck, a necessity if you're meeting Tatooine Maul in space.
Mon Mothma (V): Just great game text. She costs only 2, which is crucial for a quick run, and you can take her from reserve, thus you don't have to rely on deploying a X-W with pilot to the DB for the flip. She also adds 4 to Attack Run, and subtracts 4 from Target The Main Generator, which means a quick and painless win vs. IO/IC (V) if they are not starting Sando. With such a great forfeit and ability 4 she is just perfect for MBO. Being ability 4 means that she prevents also Maul in space, so she is the 3rd character in the deck able to.
Tigran Jamiro (V): pullable with Rieekan (V), he's free. While you have the force to deploy non-free characters like General Madine or Colonel Feyn Gospic (v) to flip, having a character deploy for free (that adds +1 to deploy of aliens and imperials) is preferable to have some cards to draw at the end of the turn. Indeed, most strategies are fine in theory because "every card is pullable" but if you have to use all the Force you have on your first 2-3 turns to do it, you have a problem: what are you losing from DS Force Drains in the beginning ? Cards from the Reserve (dangerous). And you have also no option of "striking back" to the opponent, because your hand size will be low.
Control & Tunnel Vision (x5): speeds the deck immensely. It does mean, in short, 9 Advance Preparations (I'm counting the Rebel Tech), the list goes on and on�
Of course, it does cancel a drain, from time to time (I do not use it often, since MBO is quick enough to start retrieving its lost pile without needing to play Control), and kills Sense, Sense & Uncertain Is the Future and Alter.
The anti-SA shield is indeed not needed, simply because the 3 cards that you need the most before blowing up the Death Star (Houjix, Advance Preparations (V), All Wings Report In & Darklighter Spin) are either immune to Sense, either they will be played so early that the opponent won't have the Sense and/or the high ability character in hand/on table. Afterwards, this is not a problem: the loss of 14 means usually that a lot of red cards go to the lost pile (else the opponent has nothing left to fight you with), and these few that remains, you can Control them (or just ignore them).
The only Sense that can create you problems is Sense & Uncertain Is The Future. I usually grab it and Control this interrupt if played as Uncertain Is The Future. However, if you have a not so small hand, you can even let it pass (albeit I wouldn't do that often, just to be sure), since you will draw for sure always a good hand back.
Escape Pod (V) (x3): saves your EPP strikes or "hold Swamp" actions from any OOP (Sidious) but mainly lets you take Houjix into hand. Destiny 6 Used.
The Time For Our Attack Has Come (V) (x2): this card allows you to be sure to get the Nebulon for your blow-up, without packing them in your Life Force, and resorting to Control & Tunnel Vision to draw them.
It is destiny 5 also, which is better than a 3, and packing two means it is not anymore "a crucial card" that you have not to lose, because there will be another one that you can draw with Don't Do That Again.
Also, packing 2 means that your odds of getting one back into hand for retrieving another 3 with the Redemption (V) increase drastically.
Last but not least, this card allows you to blow up the Death Star AND come back to Yavin IV (to protect Haven) on the same turn, getting you in position for the nice fat drain +2 and Luke's retrieval.
Houjix (x2): with 3 Escape Pod (V), it means 5 Houjix. Without considering the 5 Control & Tunnel Vision. Key card since you can't risk your characters to be barriered on ground while doing the flip and then killed with a spy or Elis strike. Also means you can leave your characters on the swamp to hold Battle Plan (and Ultimatum too) without any fear.
Haven: all ships deploy �2, all pilots deploy �1. You add a battle destiny. All games where the opponent came with ships at Yavin IV ended with a big beatdown there thanks to this card. You can pile up power like no other with that card. Considering that expensive ships can be deployed with Great Shot, Kid! for free too, you understand why the opponent will lose all its fleet there.
Home One: well, deploying it for free is always fun. Power 9+3 (remember your objective ?) alone.
R3 Falcon (Han, Chewie And The Falcon): of course useless vs. CCT, this ship is like Home One (power 9+3) but better, since you will draw 2 Battle Destinies (one of them can be a 6 with All Wings Report In & Darklighter Spin, thus preventing Guri or Imperial Justice (V)), and it can be landed or embarked for more forfeit and not to pay the 3 of maintenance. Remember that if you have Princess Organa (or any pilot) aboard, you get the +2 drain, even if the pilot is at a passenger slot. If played (or moved) at any system where you have another piloted starfighter, allows you to play The Time For Our Attack Has Come (V) for more battle damage or retrieval.
Like any other starfighters or ships that move like a starfighter (Bright Hope (V)), it can land to boost your forfeit in a battle yet to come, thus losing the ship to the lost pile, where it will be retrieved with Advance Preparations (V), Luke (V) or Great Shot, Kid! for even more retrieval.
Liberty: goes to Used when battling, but often there is no need since you cancel your opponent's destiny draws with Bright Hope (V) and Wedge, RSL. Used mainly as a power ship that deploys for free, like Home One, when Home One or the R3 Falcon is not there.
Gold Leader In Gold 1 (V): deploys for 0 on Haven, great card vs. Scum or Accuser. Has a pilot/passenger slot, so works great like R3 Falcon for the +2 drain or to put Mon Mothma (V) there against Maul. Can land, help you play The Time For Your Attack Has Come (V), etc.
Spiral (x2): Scum battles you to retrieve 2 ? You retrieve 3 and overpower them even more. Great ship.
I Have A Bad Feeling About This: useless card at Worlds, but then, Worlds is about USA. I'm used to see some counters where I play, and this card nails them all (or nearly all).
They do barrier Red 5 (V) ? Retarget it to Luke (V) and do the Run. They do Elis ? Send them somewhere else. Forced Servitude with droids to reduce the force loss on your Y4 docking bay ? Nahhhh� The effect is better on your system, where you cancel it straight away.
Presence Of The Force on one of your sites ? What about putting it on Endor, where you will get +1 drain there, and where the opponent won't generate from it anyway ? Or why not on the Death Star JUST before the run, so that they lose 2 more ?
I nearly thought of playing Artoo & Threepio combo, which can be deployed for 2 in Red 5 (V) thanks to Red 5 (V) game text (read the rule, it works), so as to get this key card ANYTIME I wanted. Seeing the meta in Day 2 of Worlds, I nearly thought of taking this out for Day 3 and adding a 6th Control & Tunnel Vision.
Princess Organa: pilot (get the +2 drain), costs 2 on Haven, reduces drains against you at Yavin IV sites.
Obi-Wan With Lightsaber (x2): still a character to help you flip. He can beatdown people who try to spread too much, and help holding the Swamp pretty easily. Good card vs. HDADTJ, and he costs 5 only. Most of the time the card is not needed, but you need the option to fight on the ground should you need it so, else the opponent can just spread without fear since turn 1.
Bright Hope (V): deploys for 0 on Haven, which means technically that you can hold Haven without having to use any Force with Spiral in hand. This ship, like ANY capital, allows your characters shuttling movement to/from Yavin IV when orbiting. And for cheap deploy cost (0 or 2, depending if Haven is on table or not). Also, it can land with characters aboard (why not the ones you just shuttled the turn before) during your move phase to hold this critical battleground site (swamp ?) or site where your opponent is draining when needed.
Redemption (V) (under the Starting Effect): comes for 3 out, 1 if Haven, with The Time For Our Attack Has Come (V), allowing you to retrieve 3 more with Great Shot, Kid! (the retrieval is NOT limited to once per turn, 100% confirmed by the rules), or to have another 6 power for beatdown purposes (the immediate effect adds 2) for cheap.
b) questions about card choices:
Why do you play Red 5 (V) twice, and no copy of Artoo-Detoo In Red 5 ?
Simply because with all these capitals, you do not need hyperspeed to move Red 5 (V) around, but especially because the meta is very strong on DS starfighters right now. This ships kills Mist Hunter (V), or any other, with ease. And of course, since the game text is cancelled, no immunity to attrition either for the DS. 2 of them allows you to lose 1 and to feel safe (even though there are ways to retrieve it). Indeed, if you are really thinking you will lose Red 5 (V), just take on your next control phase All Wings Report In & Darklighter Spin to get the other Red 5 (V).
Red 5 (V) with Luke costs you 3 at Haven (which is 1 more than Artoo-Detoo In Red 5 with Luke). So the cost is not even that different.
Many players at Worlds thought that without astromech you could not use the maneuver of a starfighter. Nothing is more wrong. No astromech means only no hyperspeed. But with A Nebulon ready to do the run, what do you need the hyperspeed for ?
Why don't you play Honor Of the Jedi ?
The main reason is that force loss objectives, like HDADTJ and Watto, are not anymore played nowadays (well, HDADTJ came back since V11 premium and Emperor's Power (V)) at the top tables (when was the last time HDADTJ or Watto won anything ?). HDADTJ risks TRM (V) and WYS (V) (if playing some other generation sites), just to name a few (and HB is not very nice either), while Watto risk any kind of beatdown decks, since nowadays activation is very high.
Honor would be nice against drains at Y4, but I prefer Princess Organa.
Indeed, there were not many HDADTJ at Worlds, albeit still a few. HDADTJ is however not Watto, and can be beaten even with the force loss.
Only one Rebel Tech ? And 3 Advance Preparations (V) ?
Well, the Tech is useful, but not primordial (destiny 2, by the way). The Advance Preparations (V) are (and also destiny 6). Of course, you can draw them with a Rebel Tech (v), but playing 2/2 means some average chances of both being activated when sending the Tech to the used. Since the Tech is easily trackable and / into hand
Original card list
Objective (1)
Massassi Base Operations / One In A Million
Locations (9)
Yavin IV (SL)
Yavin IV: Docking Bay (SL)
Yavin IV: Jungle
Yavin IV: Massassi Headquarters
Yavin IV: Ruins
<> Swamp
<> Jungle
Endor
Death Star
Characters (11)
Luke Skywalker (V) (x2)
General Carlist Rieekan (V)
Mon Mothma (V)
Tigran Jamiro (V)
BoShek (V)
Wedge Antilles, Red Squadron Leader
EPP Obi-Wan (x2)
Princess Organa
Rebel Tech (V)
Starships (11)
Red 5 (V) (x2)
Red 7
Red Squadron 1
Han And Chewie And The Falcon
Home One
Liberty
Bright Hope (V)
Spiral (x2)
Gold Leader In Gold 1 (V)
Interrupts (20)
Heading For The Medical Frigate (SI)
Control & Tunnel Vision (x5)
Advance Preparations (V) (x3)
All Wings Report In & Darklighter Spin (x5)
Escape Pod (V) (x3)
I Have A Bad Feeling About This
Houjix (x2)
Effects (8)
An Unusual Amount Of Fear (SE)
Strike Planning (SE)
Squadron Assignments (SE)
Great Shot, Kid ! (SE)
Haven
The Time For Our Attack Has Come (V) (x2)
Imperial Atrocity (V)
Under An Unusual Amount Of Fear (10)
Enhanced Proton Torpedoes
Death Star: Trench
Attack Run
Nebulon B-Frigate
Redemption (V)
Don't Do That Again
A Tragedy Has Occurred
Battle Plan
Ultimatum
Aim High
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See also
Sources
References
- ↑ 1.0 1.1 The Perfect MBO WC 2005 - Europe. Preserved copy: Internet Archive