2006 World Championship Day 2 Reid Smith LS Agents In The Court

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2006 World Championship Day 2 Reid Smith LS Agents In The Court was the Light Side constructed list played by Reid Smith at 2006 World Championship (Day 2); the list below is as posted on DeckTech by R. "Voice of Law" Smith (2006-11-13).[1]

Note: Strategy says Reid used it on Day 2; Meeker asked for "the day 2 version", so this posted list may differ from the Day 2 deck.[1]

Deck info

Decklist

Objective

Character

Effect

Interrupt

Location

Starship

Weapon

Device

Original post

DіCK HAT

  • Author: R. "Voice of Law" Smith
  • Published: November 13, 2006
  • Rating: 5
  • Description: It's what the champs use.

Strategy

in case u dont kno: DіCK HAT = AITC KDH rearranged

I got the idea for this deck indirectly from Scott Lingrell several months ago. I honestly never thought I would play a deck that used KDHV as its starting interrupt, but I'm an open-minded guy so I threw this together for fun. All it did from then on was win games. Win, win, win. Finally, one fateful fall day I told Nitsuj, "It's time we start treating the AITC Obi like a real deck."

After that, DіCK HAT saw a ton of action. Every Team Ohio/Reidtech testing session, I brought it with me, and every session, we played numerous games with it. I had built it as a fun deck, and it certainly was fun. But damn was it good too.

As Worlds closed in, I gradually came to the realization that I was going to use DіCK HAT on Day 2. It was tough to come to grips with at first; but I've used goofdecks in big events before, and I'm sure I'll do it again. What surprised me is that Nate and Nitsuj had taken to the deck so heartily, they wanted to use it also. Seeing as how I had copied Nate's AITC deck for day 2 last year, I was elated that he elected to use my AITC list (albeit an entirely different version) for this year's championship tournament. Little did I know that he would go all the way with it.

The deck is based around efficiently achieving high levels of Force generation via Tosche Station. It wins the game by disrupting the opponent's strategy while steadily draining at its own locations.

At the start of the game, you must make two decisions: which Obi-Wan to utilize, and where to start him. The first decision is made based on whatever information you have about your opponent's deck; common sense takes over from there. The second decision is made using the following thought process: Deploy Obi-Wan to the Antechamber always, unless at least one of the following are true: the opponent shows the potential of deploying a Jabba's Palace site on his first turn; OR the opponent has deployed Tatooine: Jabba's Palace. The rationale is this: you want Obi-Wan inside in case your opponent lucks into an opening hand Blizzard 4 or (insert random card that screws you, like Sandwhirl or Always Thinking With Your Stomach, here). If your opponent could potentially deploy a Jabba's Palace site, you must not deploy Obi-Wan indoors, or he will face a long trek out of the Palace when your opponent strategically places his sites between yours and the outside. And if your opponent has deployed Tatooine: Jabba's Palace at the start of the game, you obviously want to disrupt his strategy by deploying Obi-Wan THERE, so that he may not use it's game text. In fact, he will be doubly blocked from using it by the darkside game text on your Hutt Trade Route.

Your first action in the game is always to play Krayt Dragon Howl V and activate 3. Then you will want to pull your grabber shield. 3 Force active allows you to play Barrier, Clash, or use Obi JK's gametext. Your opponent may attempt to kill your Obi-Wan on his first turn; this is fine. We tried it over and over in testing and more often than not, it fails. The thing is (listen carefully to this part): Even when Obi-Wan is killed early in the game, it doesn't really matter. You're just gonna have to take it from me on that. I can't explain why this is true, but it is. I have had my Obi-Wan killed early game countless times, but I have still won all of those games. Maybe it has something to do with the fact that your opponent has to devote a large amount of resources and severely disrupt his own strategy in order to eliminate your Obi-Wan at such an early stage in the game. I really couldn't tell ya. All I can tell you is that Obi dying does not equal GG. Trust me on this.

By the time your first activate phase is over, you usually have 10+ cards in your Force pile. Use 3 (if your opponent pulled Battle Order) to drain with Obi-Wan. Use 1 for Yarna's text and pull the Tosche Station. Use 1 to move Obi-Wan there. Draw a bunch. By this point law of averages says you have one of your defense cards. All of the following count as defense cards:

Barrier X3

Dodge X3

Clash X2

SATM combo X2 each count as a half

Now you have completed one turn and you are set to activate 12 + whatever your opponent gives you, while giving up 3 icons and no Drop!s. If Tosche was in your Force pile first turn, no problem. Just draw anyway to replenish your hand and get set up next turn.

From there on you will find the deck plays very TRMish; going after the opponent reactively. DіCK HAT, however, has the added advantage of a steady drain of 2 at the Tosche Station (you certainly have the Force to pay for Battle Order), and can shut down an opponent's drain somewhere with Optimism V, and can reduce damage with Atrocity V (pull this with DDTA shield). Later on (or as early as turn 2, if you want) you can pull the Outskirts, and pull a Jedi with that. I don't like to do both in the same turn if I can help it; I prefer to go the entire game without giving my opponent any Drop!s.

The deck's setup is extremely streamlined and efficient. For the longest time, I couldn't figure out why this starting setup is better than, say, CPV with Tosche Station and 3 effects. The answer is simple: you get a big Jedi to the Tosche Station on your first turn, guaranteed, before your opponent can get ANYBODY there. This means that if they wish to interfere with your boku Force generation, they must come after you, and you already have one of the best mains ever made sitting there waiting for them. They know also that they risk getting Barriered/It's A Trapped/whatever and then subsequently Disarmed (pulled with Obi) on their turn. So fighting Obi-Wan is often not a very exciting proposition to them.

---------NOTES----------

@@@TRACKING

This is big. If you're not much of a tracker, this deck is not for you. With your enormous Force generation, you're getting through your deck at record pace. You're also hardly pulling any cards from reserve deck, which means you're not shuffling, which means you're tracking earlier in the game than ever. So when your opponent DOES come after your Obi-Wan early, you better pay attention to the destinies you draw in that battle, cuz they'll be coming back around again before you know it.

@@@HATE CARDS

Scrambled Transmission V: It's pretty simple, b*tches. If you have this card in the deck, you beat Senate. If you don't, you don't. Also is randomly good against Watto I guess? Which is a deck you should PWNZ0R regardless.

Imp Atrocity V X2: Honestly this card is used just as often against Hunt Down (to negate a drain of 2 somewhere) as it is against, say, Walkers. Overall versatile card, useful in many matches.

What Was It?: Must-play card. That is, unless you like LOSING THE GAME to dueling. Side note: at one point I had A Jedi's Concentration in the deck, and I was playing against a random on GEngine. Dude initiated a duel or whatever and I played AJC and said "lose 4 or cancel" and he lost 4. Then I played What Was It? and said "ok cancel anyway." That's a shame! PS You have Resilience to protect you from duels also, and, as a last resort, Sense.

@@@TECH CARDS

Bionic Hand V: I love this card, but I'll give it to Nate as his signature card. Give Nate any reason to put this card in his deck and he will. His trademark move: Tunnel Vision for the Bionic Hand, then later on get Luke in a battle and use Hand to get the Tunnel Vision back. WOOOOOOOOO

Seriously though it's liek teh aut0ply card in here, what with Clashes, Smoke Screens, and SATMs going around left and right.

Leia, Rebel Prostitute

This b*tch is so hardcore it ain't even funny. As long as she isn't getting stepped on by a lucky blind Trample (Schele) she's f*cking up people's games all over the place. A popular strategy against this deck with Hunt Down is to go to the Hutt Trade Route with a saber or something and drain for a bunch. Leia shuts that strategy down while you look for your OptimismV. Oh and she's still pretty wacky against aliens, walkers, and Mara Jade. You have NO idea how many times some n00b (or nitsuj) has tried to drop Mara Jade on Leia and battle. BZZZZZZZT

Escape Pod/Grimtaash

I wish I could play without these cards. But I learned my lesson at GenCon when I decided for just one tourney to go without them, and Aaron Kingery made me pay by drawing an 82-card hand and then dropping everything he needed to win the game on the next turn. I will likely never play with Grimtaash/Monnok again, and apparently I was able to convince Nate to keep them in the deck as well.

Flip your objective!

That's right, if your opponent does not deploy any non-Tatooine locations, you can (and will, easily) flip your objective! This does nothing for you except the following: If you draw your Rep, you can put him on the objective to cancel a Force drain or battle destiny!! Yes I have actually done this. Twice.

Super-Force-Generation

Is +6 at Tosche Station just not enough? Get LSJK + Saber + Bionic Hand V and you will be activating + 10!!

Nabrun

Not much "tech" here, this card has been around since Premiere. But you would be amazed at how many game-ending beatdowns I have delivered using this card, and how many "Nabrun, I should have seen that coming!" comments those beatdowns have elicited. Thing is, even when you play against an educated player, if he is not using IAO, he has to adjust his game to account for this card, and you ought to have it in your deck to keep him honest. Also handy against Luke? Luuuuke! V and/or Destroyed Homestead (?)

----------Quick-Hit Matchup Section---------

As stated above, this deck plays a lot like TRM, circa 2003. "You just do whatever you need to do to win." But I'll explain some matchups real quickly, specifically the stickier ones.

FWKTIL:

Apparently Nate lost to Brian Hunter's FWKTIL by one card in game 1 of the world championship final. That would seem to indicate that the matchup is about even. I personally would say that this matchup is actually in favor of DіCK HAT. DіCK HAT grossly out-generates FWKTIL, and thus can set up much much faster. It starts dealing damage immediately, while FWKTIL takes some time (even if only a couple of turns) to get going. So the only way FWKTIL can win is if it can catch up and overtake DіCK HAT in the damage race. I don't believe it can. DіCK HAT can maintain a space presence, allowing for free drains, allowing for more deployment, allowing for spreading out and draining on the ground. FWKTIL will be faced with the difficult decision of deploying the War Room for much-needed Force, or withholding it to guard against a drain of 2. Either way DіCK HAT should swarm over every available site and drain away to its heart's content. SATM combos and Corran Horn remedy the problem of any Undercover spies. Alter and AtrocityV temper the FWKTIL damage. Tracking two high destinies + HCF is strong, and if Breached Defenses V isn't played, could actually result in the FWKTIL deck incurring heavy casualties in space.

AOBS:

IDK, Brian Fred told me that AOBS beats this deck, but I don't see it. Gotta start Premiere Obi-Wan here. Then get Luke out with the Hand and beat the snot out of the opponent's far inferior characters with recurring battle interrupts. Sense any key interrupts of theirs and uhh win the game?

RalOps:

It was either Nate or Nitsuj who said, "Strategy against RalOps is, put Mace on Ralltiir, say 'GG?'"

Walkers:

OMG all I can think of is this one game I played against Nitsuj's walkers. Poor guy, there was nothing he could do. My dudes were all over Tatooine and Hoth and he was desperately grasping to the 3rd Marker for a drain of 2, which I circumvented with Leia/Optimism. Major pwnage.

Overall there aren't really any matchups you fear, this deck gives you the tools you need to win the game and from there it's up to you.

MAYBE LIST

The following cards have either been in the deck at some point, or were considered and discarded. This list could actually get quite long, these are just some off the top of my head.

lightsaber proficiency

a jedi's concentration

blaster deflection

harc seff (as a rep)

tawss khaa (ditto)

it's a trap!

tatooine system/celebration

cantina

sandwhirl

lost in teh wilderness

spiral

gold leader in gold 1 v

it could be worse

on the edge

flash of insight v

were you looking for me?

lando, scoundrel

savrip

HTML Hit Counters

Original card list

As posted on DeckTech
AITC Jabba's Palace: Antechamber Tatooine: Hutt Trade Route (Desert) Yarna D'al Gargan V Tanus Spijek V Krayt Dragon Howl V Obi-Wan Kenobi, Jedi Knight V OR Obi-Wan Kenobi V Obi-Wan's Lightsaber Tatooine: City Outskirts Tatooine: Tosche Station Qui-Gon Jinn With Lightsaber X3 Mace Windu X2 Luke Skywalker, Jedi Knight x3 Leia, Rebel Princess Corran Horn Threepio With His Nuts Showing Jedi Lightsaber V X2 Luke's Lightsaber Bionic Hand V Han, Chewie, And The Falcon Bright Hope V Tantive IV V Home One Disarmed Imperial Atrocity V X2 Let's Keep A Little Optimism Here V What Was It? Scrambled Transmission V A Jedi's Resilience X2 Alter Clash Of Sabers X2 Control & Tunnel Vision X2 Dodge X3 Escape Pod V Grimtaash Nabrun Leids Rebel Barrier X3 Sense X3 Smoke Screen X2 Sorry About The Mess & Blaster Proficiency X2

See also

Sources

References

  1. ↑ 1.0 1.1 DіCK HAT. Preserved copy: Internet Archive