RexBanner7 Space Strong Light Side LSC

From SWCCG Wiki
Jump to navigation Jump to search

RexBanner7 Space Strong Light Side LSC is a Light constructed list published on Game Players Network.

Deck info

  • Player: RexBanner7
  • Published: 9 May 2002 (Game Players Network)
  • GPN category: Standard
  • Format: Premiere - Original VS1
  • Side: Light
  • Starting Card: We'll Handle This
  • Strategy: We'll Handle This
  • GEMP Importable deck: Download (omits Luke Skywalker (V) (Virtual Set 1: Legacy), A Close Race, He Can Go About His Business, Planetary Defenses, Sai'torr Kal Fas (V) (Virtual Set 1: Legacy): not in GEMP)

Introduction

Just like the title says. A solid LS deck, especially in the current environment.

The published list has 69 cards.

Decklist

Objective

Character

Weapon

Starship

Location

Effect

Interrupt

Admiral's Order

Epic Event

Strategy

This deck sets up its drains on Naboo, then takes control of the game by going to space as well. Yoda is in there to pull Control/Tunnel Vision, which can pull your Kessel, or just about anything else you need. Kessel is huge in any game to get another 3 drain, and also to set up Battle Plan and Menace Fades. This will allow you to drain for 7 while you limit their drains to a minimum amount.

It's hard to describe how to play this deck because so much of it relies on what and how your opponent plays. If another system is on the table, you have no reason to pull Kessel whatsoever. You have the system you need to fulfill Menace Fades and Battle Plan, so you don't want to give them another system to do that same with. Your set up on Naboo should depend on the amount of evasion in your hand, and also what the opponent is playing. If you are playing against Senate, you want EVERY SINGLE EVASION CARD YOU HAVE, IN YOUR HAND. Maul beatdown will kill you, especially if Sideous comes down for out of play capabilities. A Jedi's Concentration is your tech there. Stops both of Maul's swings and ends any chance of a true beatdown.

Here's some explanation of card selection so you know where I'm coming from:

Artoo in Red 5 x4: Absolutely essential to setting up your space fleet. With 4 of these, 2 All Wings combos, and 2 Lukes, you should have a first turn Luke and ship every single game. Also a 7 for combat. Huge card.

Control/ Tunnel Vision x2: Pulls Kessel for you. Can be pulled by Yoda. Pulls evasion. Cancels big drains, furthering the lock. Can be retrieved by Luke to do again. So key.

Boss Nass Chambers/Wesa Gotta Grand Army: Better than pulling the Jedi Council Chamber. Why? Senate just moves a guy into the chamber and gets a free 3 drain. You don't have the ground power to battle there, so you pull Boss Nass instead. Easy enough.

A Few Manuevers: TIE hate for the most part. You can't have Luke shot down. Also a solid floating 6 for destiny or whatever.

Legendary Starfighters: WINS GAMES. This card is absolutely huge. You win a early battle, that's two force for the rest of the game. Also can be pulled by the Don't Do That Again shield.

Caldera Righim: Sit him with Qui-Gon. He will never get beaten down, save with Maul. And you have the evasion for that. Very important for protecting your ground. Think of him as another form of evasion.

I'm not going to list matchups. I'm sorry, I know, but I don't think that it's that important for people to hear. If you really want them, then I'll try to post them later. Feel free to ask me any questions you want to. Late all.

See also

Sources


References