Ewokbabe Raveling's WYS

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Ewokbabe Raveling's WYS is a Light constructed list published on Game Players Network.

Deck info

  • Player: Ewokbabe
  • Published: 20 August 2002 (Game Players Network)
  • GPN category: Standard
  • Format: Premiere - Original VS1
  • Side: Light
  • Starting Card: Watch Your Step
  • Strategy: Watch Your Step
  • GEMP Importable deck: Download (omits Luke Skywalker (V) (Virtual Set 1: Legacy), Fusion Generator Supply Tanks (V) (Virtual Set 1): not in GEMP)

Introduction

The WYS deck that went undefeated at Gen Con and through four tournaments. Space heavy.

Decklist

Objective

Character

Device

Weapon

Starship

Vehicle

Location

Effect

Interrupt

Admiral's Order

Strategy

Pre-first turn:

If you have an All Wings Report In in your opening hand, play that after they activate one and pull Artoo in Red 5. If they are playing with Mob Points then pull Don't Do That Again shield. That's about it for pre-first turn.

First Turn:

Several options here and they depend a lot on what kind of deck you are facing and what cards are in your hands. Usually you pull the Spaceport DB, use Squadron Assignments to pull Luke, deploy Luke to the Spaceport Db and fly him up the System. Other games you can go for the first turn flip if you have a barrier and they are playing something which doesn't give them enough force to hurt you. Once you have Luke at the system use him to pull All Wings Report In and get all your ships deployed. Optimum order of ships pulled is: Artoo, Outrider, Falcon, Mirax, Red 10.

Use Tunnel Visions to get your necessary cards, i.e. characters, A Few Manuevers, Fusion Generators, Tattoine Celebration.

Most games you just need to set up at Tattoine with celebration running.

Using Tunnel Vision:

If your opponent start Combat Response then use your tunnel visions to pull A Few Manuevers, Fusion Power Generators, Hans Dice, and Freighter Captains. Combat Response generally means that Baron Soontir Fell is going to try to come and shoot your ships down. So pull all your manuever boosting cards and make it difficult for them to hit you. So the Outrider is manuever 4 and +1 for a Frieghter Captian, +1 for Fusion Generators, and +2 for A Few Manuevers. That makes it manuever 8 and that takes a five or higher destiny draw to shoot down your Outrider. Add Hans Dice to cause them to re-draw and the probably won't hit your ship. If Outrider was the Falcon instead you would have manuever 10 at the maximum and that can't be hit unless they use that stupid weapon bonus card which nobody uses anyway. If your opponent does not start Combat Response then use the Tunnel Visions to pull ground attack/evasion cards. Pull stuff like barrier, dodge, and Patrol Crafts to set up on the ground.

When to deploy Kessel? This depends on the deck you are facing and how much force they are activating. If you have the DS pretty much in control and they are only activating like 7 or fewer force then keep Kessel in your hand. Once they set up in the double digits of force activation go ahead and deploy Kessel and move over to drain. As long as you have control of the game don't deploy Kessel. If you get stuck in a drain race and have eliminated lots of the space opposition then deploy Kessel.

Card Choices:

Why Han's Dice? DS gets a lucky weapon destiny, you can make them re-draw it. DS gets a random 7 destiny draw, you can make them re-draw it. DS uses Colo Claw Fish to draw a 6 or 7, you can make them re-draw that. DS uses a political effect to add or subtract from a destiny, you can re-draw that and negate the political effect. If DS activates all the way up to one destiny and then battles, you can make them have no battle destinies. You draw a low battle destiny, try again. You draw a low Fallen Portal destiny, you can try again. Any destiny in a battle can be re-drawn with this card so it can be used in millions of situations. Plus it doesn't hurt your destiny average because you can just take it into hand when you draw it for battle destiny. Trust me that your opponents will complain about you using this card.

Why so many Freighter Captains? They not only add to power but they add 1 to manuever of your key ships, the Outrider and the Falcon. That increases the chance that they will survive against Tie Cannons and that you can get a high destiny with Darklighter Spin. Plus they are higher destiny than Palace Raiders.

Reason for posting:

This is my favorite LS deck right now. This isn't a deck I'm not using or think needs improvement. The reason I am posting this is to support Game Players Network after being banned by another site who shall remain nameless. I will post my favorite decks that I am currently using on this site.

See also

Sources


References