Shewski Smuggler's Smackdown (WYS)

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Shewski Smuggler's Smackdown (WYS) is a Light constructed list published on Game Players Network.

Deck info

  • Player: Shewski
  • Published: 2 October 2003 (Game Players Network)
  • GPN category: Standard
  • Format: Premiere - Original VS2
  • 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), Rycar Ryjerd (V) (Virtual Set 2: Our Most Desperate Hour): not in GEMP)

Introduction

This deck aims to win via steady drains in space and at docking bays, constant retrieval, and smugglers piling on the destiny draws in space and on the ground.

Decklist

Objective

Character

Device

Weapon

Starship

Vehicle

Location

Effect

Interrupt

Admiral's Order

Strategy

This is my first attempt at a WYS deck. There are many different ways to go with it, and I decided to focus on ground beats. A dedicated WYS deck, either focusing on Raiders, beats, solid, or Kessel Runs is probably going to be more effective, but only time will tell.

First off you want to set up your flip as soon as possible. Flipping gives you added generation, limits their generation, added forfeit, added destiny draws, and lets you play interrupts from your lost pile.

The easiest way to flip is to occupy two battlegrounds. You may want to wait a turn to fortify unless you have some Barriers etc. Regardless, be sure to get out some more docking bays. This deck is more ground heavy than space heavy, so be sure to occupy some DBs to get generation up. If they are using Fanfare, get a presence at Tatooine. Also, pull Kessel and hold onto it until midgame.

The key to this deck is messing with the opponent. Abuse your interrupts (see below) and then retrieve them via Luke, Kessel Runs, or Edge. In every battle you should be drawing at least 2 destiny (one ability, one objective). If you opponent is Force choked after flip, don't deploy Kessel and give them any. If they are generating more than 10 or so, the added generation won't help them too much and you can hopefully ping them for 2 a turn. Lock down opponent's drains with Menace Fades if they avoid you. Barriers stall their offense, while Tunnel Vision helps you set up your wild combos.

Now I'll break down cards that help on the ground, in space, and for retrieval.

GROUND

Your drains at your 3 DBs are +1 with ITTL out, so with Kessel and Tatooine and the Cantina also controlled you can be draining for 11. Patrol Craft and Raiders are good for reacting to battles and adding destinies. All the smugglers are versatile, but on the ground Talon, Phylo, Han, Chewie and Lando are especially good. Fallen Portal should be made more potent by the use of YISYW. SATM is always a good card, and you can make the EPPs more likely to hit the enemies. I've Got a Bad Feeling is to be used if you are ever able to beatdown your opponent. This is usable in space as well, as is Life Debt. Lost in the Wilderness is nice in that you can knock out a character, possibly opening up the door to an invasion on your turn.

SPACE

Legendary Starfighter will hasten your win, as well as strengthen you ships. ITTL gives you enhanced immunity, and lets you save your ships to related DBs. The Falcon has 3 matching pilots, and the Skate has 2. The guns can go one on of the X Wings and help with Power Pivot in case Big Blue comes calling. One of the problems in WYS space is Lateral Damage, so I've included the Tanks (V). Another is the Baron and his Guns. A Few Manuevers and the Tanks should keep your around. AWRI combo, pulled by Luke, can get out more of your fleet or get around destiny limiters in space. Finally, Houjix combo can add a destiny in a pinch- every bit helps as this is a ground oriented. Of course, Han/Chewie in space can play it either way.

RETRIEVAL

Kessel Run- If you opponent gives you a system asides from Tatooine, great. If not, you can still make the 1 parsec run worthwhile. Use the Skate to add anything from 2 to 4 to the X total, then have Rayc (V) double it, to retrieve anywhere from 6 to 10 Force.

Bacta Tank/21-B (V) save your uber cheap high destiny characters. ITTL saves your ships. Luke can get one back per turn. On the Edge can get back a few Force in a pinch. Old Ben restores your ground force to Tatooine.

That's about it. Thanks for reading and hopefully reviewing!

EDIT

Thanks for the review, Corran.

I am focusing on the ground. I know that Raiders have bullets out there, but who packs them? I only have 2 in the deck, so I don't think they are going to be a detriment, but I'll see how it goes. I also disagree that I need more retrival- I plan on retrieving them with each other. Again, I'll see how it goes. Skate is a big part of profitable Kessel Running, and Mirax being able to track is a little gravy.

Thanks for the review, Challenger

I thought I was clear that I was focusing more on ground, but I guess not. =) You are right in that I have a smattering of different WYS types. I'm not running Hyper Escapes since I feel I can hold at least Tatooine between Dash and the like. Luke is for Space in this deck- I feel ground is strong enough. I think if I would take this to a tourney I would add in some meta cards, like FR combo, but I typically don't design with them in mind unless I am building for a specific event. I'm more designing to get a feel for the objective/deck type. I'm hoping Shane gets done using this version of WYS soon so I can see it. It sounds interesting, at the least.

Thanks for the review, Cam!

I think next time I go WYS, I will try Kessel Runs or more dedicated Raiders.

See also

Sources


References