Geoff Gallo-Cornell LS
Geoff Gallo-Cornell LS is the Light constructed list Geoff Gallo-Cornell posted on DeckTech. The published title is not used as the page title; it appears in the original post below.[1]
Deck info
- Player: Geoff Gallo-Cornell
- Published: 4 December 2000 (DeckTech)
- Format: Premiere - Death Star II
- Side: Light
- Starting Card: Hoth: North Ridge (4th Marker)
- Starting Interrupt: Heading For The Medical Frigate
- GEMP Importable deck: Download (omits EPP Luke (or jedi luke, if you have him): not in GEMP)
- Strategy: Lightning Fast deck with good destiny once it gets set up.....which is all of 3 turns
Decklist
|
Character
Starship
Location |
Effect
Interrupt
|
The post also lists 1x EPP Luke (or jedi luke, if you have him), which matches no known card; it is shown as posted and counted in the published total.
Original post
COW SHT ON A STICK
- Author: Geoff "Loaf" Gallo-Cornell
- Published: December 4, 2000
- Rating: 4.0
- Description: Lightning Fast deck with good destiny once it gets set up.....which is all of 3 turns
Strategy
decktech was bad today, so please excuse the cut off decklist which is beyond my control....ahh heres the beginning of the decklist.....such a pain
Starting (6) Hoth N Ridge Hoth MPG HFTMF Draw Their Fire Squad Assignments Strike Planning
Characters(16) Major Haash'n Comm Evram Lajaie FO Thaneespi Ackbar Nien Nunb Wedge, RSL Figrin D'an EPP Obi EPP Luke (or jedi luke, if you have him) ECC Chewie Capt Han EPP Leia General Calrissian General Madine Colonel Cracken Ketwol
Ships(6) Liberty R2-D2 in Red 5
thanks for understanding that it wasnt my fault Ok, this deck is LIGHTNING FAST, and im dead serious. Second turn EBO some games, third turn is the usual, and any later is just regarding poor draws. The name does have a funny story to it, but I'll get to that later....
First Turn Activate your three, plus whatever they give you. If you don't have one of the 4 signals or the ANSB in hand, its gonna be a 3 turn setup, otherwise it will be a 2 turn, and you usually get atleast 1 signal or ANSB, i mean, its 5 cards. Signal for ANSB if you didnt draw it, then deploy it, and use it to immeadiatly get the war room and corridor, and if you cant get those, get as many echo sites as you can, and D them. use Strike Planning to take madine into hand. If they gave you three force, or you didnt need to signal for the ANSB, good, that means you can D madine to the war room, and take ketwol from deck with him (or cracken if ketwol is absent).
Second Turn Before activating, use ANSB to get the echo site(s) you need, if you can, grab an echo DB. Activate, then use madine to grab either ketwol or cracken, whichever you didnt get first turn or in your hand. If both are in the force pile or something bad like that, use strike planning to grab general calrissian, although i would wait to grab him so you can stick him on the falcon. by now you should have three echo sites down, all occupied, and hopefully you managed to get two signals, and therefore EBO, for a second turn EBO, but its not too likely that happened. Draw up, and hope for the falcon and han -) (Note deploy ketwol to the DB, and cracken to the corridor, that way ketwol can give you free transports)
Third Turn Before Activating, use ANSB to grab the two remaining echo DBs, or ebo if you havent gotten it yet. Now activate and deploy EBO if you just got it.
from now on, get the echo DBs (they are tech with ketwol, ill explain later) and the systems. that should get the lower destinies out of your deck. play your signals whenever you get them, and just basically try to control hoth and kiffex, which should be rather easy. now for the specifics
ANSB -- no brainer, it pulls your low destinies and good cards out
Squad Assignments -- gets those pilot/ship combos together faster
Strike Planning -- pulls generals
Draw Their Fire -- retrieval for you and force loss for them
Traffic Control -- puts excess cards back into your deck for a higher differential, and better destinies
Reflection -- retrieves one a turn
Launching The Assault -- drains +1 where the liberty and home one are
Legendary Starfighter -- consistent force loss for them
Strikeforce -- keeps your drains safe, and has a good destiny
Do, Or Do Not -- makes S/A more dangerous for them
Frozen Assets -- killer w/ draw their fire
Tunnel Vision -- good for getting that card you just cant find
Haven -- helps hold hoth
Signal -- pulls effects, and is a nice recycleable 5
Barrier -- stops beatdowns
Moving To Attack Position -- saves the falcon from numerous destinies
I Know -- gets EPP leia, and adds destinies, plus it has a 5
Out of Nowhere -- adds a destiny, has a nice 5, and is a used interrupt...what more could you ask for?
Transmission Terminated -- hurts hunt down and is a 5
A Few Manuevers -- easy 6
Bith Shuffle -- recycleable 5 and stops tracking
Punch It -- two destinies more destinies for lando
Hyper Escape -- can be used to abuse DTF, and it saves your ass occasionally, plus its a 5
Echo DB x3 -- more on that later....its tight
Kiffex -- nice twix system
Falcon -- i like it better than GS1
Home One -- its a beast
Red Leader in Red 1 -- cancels a destiny when with wedge
R2 in Red 5 -- nice destiny, and luke likes it
Liberty -- goes to used pile.....forfiet fodder
Ketwol -- transfer for free, more on him later
Madine -- pulls scouts for fast EBO
Cracken -- makes them lose force for deploying scouts or spys to hoth
EPPs -- obvious, for beatdowns, and superfalcons
Figrin D'an -- more retrieval
Wedge -- cancels destinies
Nien -- adds a destiny with lando
Ackbar -- cause hes cool and makes home one happy
FO Thaneespi -- makes home one into a ZiMH
Commander Evram Lajaie -- reacts are fun
Major Haash'n -- cancels lateral damage and enhanced hyperspeed and armor
Now for that little bit on Ketwol and his amazing bag of tricks
Heres how it works. Lets say you're part way through the game, you have ketwol down, and you have one or two echo DBs in your hand, which were easily gotten using ANSB. they drain for a few, and you lose the cards that are crap (for the game being), or not easily recyclable. Then lose a card from your reserve deck. Oh No That was and EPP Leia, or Capt Han, or some other crucial card. Hmm, lets read Ketwols game text, he lets us replace the echo DB with that card. why hell, they just HELPED you by getting a good card into your hand.....hahaha. next turn, use reflection and figrin dan next turn to retrieve two force, and one of them will be the DB. its an endless cycle. pretty sweet, eh?
Now for the matchups
BHBM -- unless they have an usually large space fleet, they are going down. the added destinies, and the nice drains just finish em off real nice. and they have no chance of winning 5 battles with jedi luke down, or even just 4 with epp luke. this deck was designed to beat BHBM, and does a nice job of it.
HD -- same deal as BHBM, but drain faster, and use the transmission terminated repeatedly (retrieve it with figrin, reflection or draw their fire)
Court -- again, space is the key. this is a character heavy deck, so dont bother going to tatooine, just drain em like mad. a beatdown or two might help.
MKOS -- try an ice storm in there to kill pesky non-uniques trying to invade. same a court, small space force, but they can cancel drains, so use strikeforce to stop that little incovience.
any other random deck -- just drain. use strike force to keep those drains around. haven helps hold hoth, and thats key. just play it with your head.
why dont i use the normal EBO start? cause im not normal, and i dont like it that much. plus i get added options early in the game, and the little advantage of a slight confusion amoung novice players. haha
if you have ANY questions, D-mail me, ill be more than happy to help you. please D-mail BEFORE you rate ;-)
NOW FOR THE TITLE
ok, this is a funny little story about my town, and how scummy and redneck it is (and why there are no tourneys here.....doh)
Well, it was around the 4th of July, and the town had this heaping pile of old wood, for the annual bon fire. Right when they were going to light it, the fire chief had to put it on hold, the whole town growing restless. There was a call from an anonymous person, and they made a bomb threat. They said there was a bomb under the wood (and there could be, since the wood was left out over night for several nights). So they evacuated, and carefully took the wood apart. after all that, guess what they found? i bet you can......a nice big stick with a pile of cow @#$% on it........pretty lame eh? i guess that is what passes for a bomb these days..... and for the reason we have no tourneys... its a little hick town and there are no card stores in miles. sucks, eh?
thanks for your help
--Loaf
plz leave some constructive critism
Original card list
RLinR1
Home One
Millenium Falcon
Red Squadron 1
Locations(7)
Hoth
Kiffex
Hoth Echo DB x3
Hoth Echo War Room
Hoth Echo Corridor
Interrupts(15)
Hyper Escape
Punch It
Bith Shuffle
A Few Manuever
Transmission Terminated
Out Of Nowhere
I Know
Moving To Attack Position
Rebel Barrier
The Signal x4
Tunnel Vision x2
Effects(10)
Frozen Assets
Do Or Do Not
EBO
Strikeforce
Legendary Starfighter
Launching the Assault
Haven
Reflection
Traffic Control
A New Secret Base (key card)
|
See also
Sources
- DeckTech post 12126, decktech.net
- DeckTech post 12126, stephenskilton.com
- DeckTech post 12126 (GitHub Pages)
- DeckTech post 12126 (Wayback of decktech.net)
References
- ↑ DeckTech post 12126, DeckTech (Geoff "Loaf" Gallo-Cornell, 4 December 2000). Preservation copies: Stephen Skilton; GitHub Pages; Wayback Machine.