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Creation
of a Team
by
Nathanael Tripp
Everyone
since the beginning of time has wanted to be part of something bigger,
something that defines them as a person and helps them achieve their
goals. While a team in the SWTCG isn't life defining, it does help
a group of people pull together and achieve their goals. This is
where Team Imperial Outcasts got its start. I\/Iace\/\/indu contacted
me and asked if I would like to help in the formation of a new online
SWTCG team with the intent of winning the first ever Champions of
the Force Tournament. I was excited about this idea from the first
I heard of it and quickly we made a list of people we would like
to add to the team. I had played more than my fair share of games
against mengo and in the process built a good friendship with him,
I also knew; from first hand experience, how dominant his play style
and deck building skills were, so he was my first choice. Grand
Moff Nicodemus Fett and I have always played together online, everytime
we are online we are talking about cards, decks, or anything else
of pertinence to the SWTCG so he was another obvious choice. And
with that we had the start of a solid four man team. Later we added
Marconis Maximus, Mister Magiko, PocketAces98, and Obi-Wan21 to
the team for the many unique skills they could add to our efforts
and goals. But once the team was formed what else had to be done?
Forming
the team was the easy part, what came next was a grueling and time
consuming process. Deck building and testing. There were so many
ideas thrown around at the start that we as a team got a little
side tracked making wicked fun decks, instead of wicked competative
decks. It was mengo who got everyone focused when he introduced
us to the uberness of the Luke's X-Wing Pilot Deck (or LXW Frenzy
as it was later titled). Ideas started to flow and before long we
had two versions of this deck that while similar played totally
opposite. The LXW deck was very swarm oriented trying to hit fast
and hard, winning the game within 2-3 turns or less. It could last
for many turns, but really the deck wanted the quick win and was
built to be able to acheive this on a very consistent basis. The
other deck that came out of this was a Falcon version. While LXW
was about swarm Falcon was a control based deck. The goal of the
deck was to lockdown Space with the Falcon (D), once it was controlled
you would switch to the (E) version and start launching attacks
into character until your opponent was so spent on resources that
he had nothing left. The key card to both decks however was Podracing
Course. With this 3 build location we could effectively swarm ground
with 2-4 cheap/fast Ground units and decimate anything our opponent
would be able to play. Few decks are able to press in all three
arenas, but these two deck could do it every game. After a few weeks
of testing we realized two things 1) both decks worked wonders and
2) there was one HUGE problem... we couldn't beat them. We could
get good match-ups against one or the other, such as D*2 being able
to beat LXW, but it fell short against the Falcon Control deck.
Everyone on the team was a little worried that if someone else cracked
the LXW/Falcon pilot decks that this first tournament would turn
into who could bid LS lower. So work began anew on trying to make
a DS deck that could beat these two decks.*
We had spent so much time making
a dominant LS deck that we almost forgot to work on DS. Mengo went
back to an old staple of his the D*2 deck. He thought that with
Orn and Falcon's Needs that he should be able to keep LXW/Falcon
tapped down enough that he could slowly beat them with the D*2 either
by taking Space or Ground. Podracing Course gave this deck a few
headaches but in the ends we decided that if we played Pirate Swoops
in ground that we may be able to take some pressure off the Ground
arena. If you know me I usually am not content to play some standard
off the shelf deck, I want to make something wackey and innovative.
That was both a gift and a curse for this tournament. I created
the Zam Star 2 deck and while it could beat Pilots on a much better
percentage then just the standard D*2 build... it struggled to beat
anything else. I knew this would bite me in the long run but I really
wanted to just test the "attack from build zone mechanic" and I
figured this would be the best time to try it. It ended up not hurting
me as bad as I thought, but it was still a risky move. Marco and
GMNF went in two different directions with their DS decks. Marco
fell back to a old staple in Maul Force Drain. The deck could beat
Diplomats (our backup LS deck) because of all the activated abilities
it has, and it did good against LXW using Vader's TIE (C) and Brutal
Assault to overwhelm the deck with just pure damage output. GMNF
on the other hand went with a Imperial build that swarmed and beat
hard. Both decks could win, but still had trouble with LXW/Falcon.
With that all we could do was
sit back and wait for round 1 to begin. My first round opponent
was JediMasterDJR, both games I was able to play LS and as expected
it didn't seem like anyone had an answer to LXW as the games were
over fast. After the game DJR and I were talking and come to find
out he was running a Pilot deck, but whereas our decks focused on
LXW or Falcon, DJR had both. This gave him more veratility and actually
increased his matchup against D*2, but from the testing we did with
this build it lowered the rate at which you were able to get a fully
stacked/piloted unit and that is where we found the best win percentages
to be, when we had our Space units fully loaded.
Round
two saw me playing Mister Magiko and boy where those some fun games,
I lost the first game playing DS. Magiko was playing his Diplomat
deck and was able to keep my D*2 tapped down the entire game with
Bail Organa (B) until eventually he was able to do enough damage
to take it out. Also drawing all Ground besides the D*2 didn't help
me very much. Games two and three saw me playing LXW and again the
obvious dominance of that deck showed through. Magiko came close
to beating it, but a few well timed plays by me, and a bad roll
by Magiko sealed the deal.
Round three was sure to be a slug
fest as I was playing Trevor (Darth Waiter). Trevor made one fatal
mistake before we started playing though... he had his tournament
decks posted in is signature. If there is one way to lose a game
fast it is to give your opponent knowledge of what you are playing.
The axiom "knowledge is power" is true. So his his deck lists in
hand I was able to go build his decks and playtest against them.
Little did I know that while I knew what was in his deck I had no
idea how he played them. All three games came down to the wire with
me playing DS game one and winning, then playing DS in game two
and losing. Game three came down to me playing my LS deck against
Trevor's deck which was the best counter anyone on our team had
seen for LXW and a deck none of us had thought of. Basically Trevor
had a hodge podge of all the Unpreventable or direct damage units
available to DS, this was a problem for LXW because in order for
it to be able to "turtle" up it needed to be attacked, direct damage
meant that I had no way to prevent it and with the low health of
my units I was in trouble if Trevor could get out enough direct
damage. Fortunally for me I was able to get my Podracing Course/Asteroid
Field engine up and running on turn one and this saved me. All three
games were great and I see Trevor being a very dominant force in
the SWTCG for a long time coming.
Round four paired me with another
teammate, and really the best outcome for us was to take a draw
putting us in first and second. When we played our games it came
down to what we pretty much expected, LXW beat Maul and Falcon beat
Zam Star 2. And with that we were finished with the first CotF Tournament,
our team did very successful with me coming in 1st, Marco in 2nd,
GMNF in 5th, Magiko in , and mengo in 17th
because he had to drop because of time constraints. A very sucessful
first tournament for the newly formed team if I may say so myself.
Every opponent we played was amazing, and every game was fun from
the start to the finish.
And with that I must say ado as
it is back to playtesting for the CotF 2, hopefully we can have
even more innovation from everyone involved and continue to move
the game forward.
* - Marco, mengo, and I all
played versions of these two decks. GMNF played a few quirky Rebel
Accuracy deck. I never got the hang of that deck because I was too
busy working on LXW/Falcon builds. But it worked wonders for him
and you should take a look at it on the Team Imperial Outcasts website.
And Magiko played a very control oriented Diplomat deck that countered
D*2 and other "big beat" decks very well.
Thoughts
or comments? Visit the message board thread for this article here.
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