Reybine - Undefeated at locals

Kartenziehsimulation
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Abgeleitet von
Nicht abgeleitet. Das ist ein selbst gemachtes Deck.
Inspiration für
Noch keine.

PK 18

Although Sabine Wren - Explosives Expert / Ezra Bridger - Force-sensitive Thief is probably the more consistent pairing, Rey - Force Prodigy adds an extra layer to the action cheating and gives you more options with your events. Here's my take.

Card choices

I'm mostly talking about the differences / similarities to Ezra here.

  • Hyperspace Jump might not immediately pop into your head when building most decks, but this deck turns it into an absolutely free turn, often for 5+ damage in the process. I'm trying to find a way to bump this up to x2.
  • Caution is great with Rey's die. I consider her die to be 100% expendable in this deck; she's only here for her action engine. A great 1st turn is to start the game at their battleground, putting 2 on Rey. Drop a 2 ambush weapon on Rey, roll her out, and then play Caution for 3 on Sabine. Starting the game with 5 extra HP is great.
  • High Ground is another great card in this deck that Rey brings to the table when she replaces Ezra.
  • Loth-Cat and Mouse / Negotiate are played exactly the same way in this deck as they are with Ezra. "Sacrificing" Rey's die is rarely a sacrifice at all.

Gameplay

The biggest difference in gameplay between this version and the version with Ezra is Rey's ability. Usually, turn one goes like this:

  • I'll drop an ambush weapon on Rey as my first action. (2 actions remaining)
  • Activate Sabine (1 action remaining)
  • Resolve

On subsequent turns, I usually:

  • Overwrite Rey's ambush upgrade with another ambush weapon (2 actions remaining)
  • Activate Sabine, pulling the just-discarded ambush weapon onto Sabine. (2 actions remaining)

This leaves Sabine's dice in the pool and you still have two actions:

  • If Sabine's roll looks good: Roll in Rey. Resolve dice.
  • If Sabine's roll looks bad: Pitch to reroll. Resolve Dice.

The big exceptions to this sequence are:

  • You have Caution and want to shield up Sabine. At that point, I still generally overlay on Rey, roll her out, play Caution.
  • You have Smuggling in hand with Thermal Paint or an ambush weapon in hand. It's 99% of the time worth it to take an action to get a resource for free.
  • The opponent has rolled out and you've got Negotiate in hand. I play these turns the same way I play Caution. You can go from no dice on table to mitigation without interruption.

As far as Rey's die goes, if you don't have a mitigation event that targets it and it shows a resolvable side you should probably just take it. Unless it's literally the only way to win a game, do not reroll her die unless it's part of a bigger reroll AND it wasn't previously showing a resolvable side. Just accept what you get from it and move on. Sometimes you won't resolve her die because you need to claim. That's a-okay.

Changes I'd make

"Fair" Trade is an interesting card that's pretty meta-dependent. Sometimes it's great, sometimes it's dead. I might take this out for a more reliable performer, like Hyperspace Jump.

Never Tell Me The Odds is an amazing card I haven't found room for yet. Especially on turns where you have two actions remaining after Sabine activates or when you have Running Interference live on table this card feels like a blowout victory.

Concentrate is pretty similar to Never Tell Me The Odds and I'd play it for the same reasons. NTMTO is costlier, but potentially blowout-inducing goodness. I'd definitely run Concentrate over Use The Force. Another advantage Concentrate has is it's another Blue card, which makes Kylo Ren - Tormented One's job a bit harder.

The mitigation suite (Caution, Electroshock, High Ground, Loth-Cat and Mouse, Negotiate) feels good but it might be too much. Of all those, I think Electroshock and High Ground have been my underperformers. Your mileage may vary.

Conclusion

This deck is super powerful and wins games easily without resorting to the hard lock with Running Interference that's already been beaten to death. This deck can struggle against high hp pools that generate , but then again that's every ranged deck's problem. High spikes of damage with Sabine lessens this problem a little, but you definitely have to work harder against heavy decks.

Anyway, enjoy and may The Force be with you.

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