Guts TRM

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Blarg
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Guts TRM

Post by Blarg »

I think this is the best LS deck in the format. It is probably pretty bad in the abstract but it has a good gameplan against almost all the popular DS decks. It basically out-stacks any deck that stacks, and takes advantage of the fact that so many DS decks play on Cloud City or Jabba's Palace. Silverglen and I only tested it for about a week so this might not be the best version and we only got 3-4 games of each matchup in, but it seems really good.
STARTING
Anger, Fear, Aggression (V)
Yavin 4: Massassi Throne Room
Heading For The Medical Frigate
Insurrection & Aim High
Wokling (V)
You’ve Got A Lot Of Guts Coming Here

CHARACTERS
Threepio With His Parts Showing
Yoda, Keeper Of The Peace
Admiral Ackbar (V)
Admiral Raddus
Bail Organa
Baze Malbus With Cannon
Captain Hera Syndulla
Captain Yutani With Blaster Cannon
Chewbacca, Protector
Corran Horn
Derek ‘Hobbie’ Klivian (V)
Galen Erso
General Crix Madine
Han With Heavy Blaster Pistol
Jyn Erso
Lando Calrissian, Scoundrel
Leia Organa (V)
Luke Skywalker, Rebel Scout (V)
Obi-Wan With Lightsaber
Owen Lars & Beru Lars
2x Saw Gerrera
Wedge Antilles, Red Squadron Leader
2x Rey

EFFECTS
Evacuation Control (V)
Launching The Assault
Menace Fades

INTERRUPTS
Balanced Attack
Jedi Presence
Keep Your Eyes Open (V)
Might Of The Republic
2x Odin Nesloor & First Aid
2x Quite A Mercenary (V)
3x Rebel Leadership (V)
2x Rescue In The Clouds (V)
3x Speak With The Jedi Council
Were You Looking For Me?
3x Wesa Gotta Grand Army
Where’s Han?

LOCATIONS
Coruscant: Jedi Council Chamber
Home One: Docking Bay
Hoth: Echo Docking Bay
Naboo: Boss Nass’ Chambers

STARSHIPS
Home One
  • ISB: You can out-stack them with the EPPs, the power bonus from guts (at Cloud City sites), and your characters have better text than theirs. You can also take space from them with Home One (and you don't have to worry too much about overdeploying because you can db transit your guys from Home One to Cloud City). You have to turn off their retrieval with Simple Tricks by taking one site and one system, which means they can't loop guys and cancel your drains with Strategic Reserves, and they can't go to your non-battlegrounds to drain. With Saw and Launching the Assault, you can then drain for 2 and 2 while they are stuck at the docking bay. You also out-activate them by 2, and your guys are cheap.
  • Court: You out-activate them by a lot, and you'll take the Audience Chamber pretty easily. Once you do that and cancel Scum, you out-activate them by a ton and can just mop them up everywhere else. The only thing to watch out for is Dr. E, but you've got a bunch of stuff that can deal with him.
  • CCT: This is similar to Court in that you'll probably take the Audience Chamber, but its a bit harder because your guys deploy for 1 more. If you get a Saw early on, or even Rey -> Saw, you can free Han and its hard to take back the Audience Chamber from there. Otherwise, you just draw and save force and eventually play a ton of guys.
  • Watto: This also seemed like a pretty good matchup, because you've got EPPs to shoot Watto, three guys and a puller that draw at the junkyard, you out-activate them (and they have to waste their first turn pulling activation). You have to take the Junkyard, but like against Court you get to drain for 2 while they have a bunch of drains for 1 so you just mop them up. In a lot of our testing games, LS could clear off the Junkyard pretty easily within the first couple of turns.
The bad matchups seem to be pretty much any space deck, like TTO, because you don't even have your own battleground site and only one ship, and IE, because of Battle Deployment, Trample, and the fact that there are so many battleground sites. IE seemed beatable but something like TTO didn't seem beatable. Dr. E is also scary but you have things to deal with him.



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CoffeePass
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Re: Guts TRM

Post by CoffeePass »

Very cool -- thank you for posting this write-up, I feel like it's the sort of insightful "decktech" we don't see a lot of. Nicely done tuning a list for the meta; I feel like a lot of decks try to be so broad in trying to answer everything (and then rely on pilot skill in certain matchups) that there is a bit of a lost art in building a deck that is very focused for the top decks (while still being legit good against a lot of the rest of the field). In a game that sometimes feels overly solved because of GEMP, it was definitely a "wait, what?" moment when you flipped over Guts vs. Greg!

Blarg
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Re: Guts TRM

Post by Blarg »

CoffeePass wrote:
October 11th, 2020, 7:36 pm
In a game that sometimes feels overly solved because of GEMP, it was definitely a "wait, what?" moment when you flipped over Guts vs. Greg!
This is also maybe an argument for the ability to play private games more than just the three weeks before a major. There's a good chance we wouldn't have tried to come up with this if we hadn't been able to keep it hidden.

allstarz97
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Re: Guts TRM

Post by allstarz97 »

Blarg wrote:
October 11th, 2020, 8:20 pm
CoffeePass wrote:
October 11th, 2020, 7:36 pm
In a game that sometimes feels overly solved because of GEMP, it was definitely a "wait, what?" moment when you flipped over Guts vs. Greg!
This is also maybe an argument for the ability to play private games more than just the three weeks before a major. There's a good chance we wouldn't have tried to come up with this if we hadn't been able to keep it hidden.
Yah, used to love watching magic pro tours seeing what the pros came up with. So exciting

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CoffeePass
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Re: Guts TRM

Post by CoffeePass »

Blarg wrote:
October 11th, 2020, 8:20 pm
This is also maybe an argument for the ability to play private games more than just the three weeks before a major. There's a good chance we wouldn't have tried to come up with this if we hadn't been able to keep it hidden.
It was kind of an odd situation since this was playoffs for a major that was online which otherwise would have been in-person (TMW basically replacing Nationals). Fingers crossed this won't be the situation next year...

rhendon
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Re: Guts TRM

Post by rhendon »

CoffeePass wrote:
October 12th, 2020, 7:23 am
Blarg wrote:
October 11th, 2020, 8:20 pm
This is also maybe an argument for the ability to play private games more than just the three weeks before a major. There's a good chance we wouldn't have tried to come up with this if we hadn't been able to keep it hidden.
It was kind of an odd situation since this was playoffs for a major that was online which otherwise would have been in-person (TMW basically replacing Nationals). Fingers crossed this won't be the situation next year...
I think we'd see even more innovation with private rooms. GEMP is so much easier to deckbuild with than in person. It is much easier to test and have better teams. In person, teams would be limited to alts and in person tech + whatever they use to talk. For teams that are spread out, this makes it more difficult. With GEMP, you don't even need to be in same hemisphere. You can play games and test all around the world.

Without private games, alts don't hide the tech. So someone could see it and then think oh I have an idea with this. The risk of it getting out is high. With private games, our innovators are incentivized to build and build and build.

PC should incentivize this and offer it as a way to bring in some GEMP development revenue to help offset costs of running it.

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