eRey / eQui Tournament Deck

Card draw simulator
Odds: 0% – 0% more
Derived from
eRey / eQui Tournament Deck 33 27 29 1.0
Inspiration for
eRey / eQui Tournament Deck 12 9 12 3.0

Setzuen 445

Hi guys, it's Setzuen! I'm a tournament veteran, so I thought I'd share my deck with you. At the time of writing this, I've only lost 1 out of 40+ games. I've won countless local tournaments and I'm currently undefeated amongst my circle of friends. I know that my winning streak will eventually come to an end, so any input is more than welcome. I'll also answer any questions, and help any of you as much as I can. =)

The reason I'm running eRey with eQui isn't just because Qui-Gon Jinn - Ataru Master has great sides, but it's because of his synergy with Synchronicity, Riposte, and Caution; which all speak for themselves in value. Also, by doubling down on eQui, I start with 4 dice in my opening pool, so I have a high chance of deciding the battlefield.

I went for Secluded Beach - Scarif, because it literally has no negative effect on my deck whatsoever, but if my opponent runs a ranged deck, it can be very oppressive. I'm aware that I won't always run against against ranged decks, but I'd rather use a battlefield that my opponent will never get any value out of, than a battlefield that we both get value out of. The latter is just too RNG. =P

My choice of upgrades are pretty standard. I favoured upgrades that were no only cost-efficient, but that also supported Qui-Gon Jinn - Ataru Master's ability. Force Training, Force Speed, Luke Skywalker's Lightsaber and Lightsaber can all generate shields, and aside from Force Training, they all have shield dice, which also adds consistency to Synchronicity's activation requirements. Makashi Training is included because of its low cost and crazy damage potential, and the added bonus of damage mitigation. Finally, Vibroknife is included for action abuse with Rey - Force Prodigy, as well as making all melee dice unblockable.

My events are as low-cost as possible, so that my resources can fund my upgrades. Guard is absolutely bonkers, as it can remove up to 3 opposing dice in exchange for 1 of yours at no resource cost. Overconfidence is game-changing, but it needs to be used on two opposing god dice. At the very least you'll ditch one of them, but if you're lucky, the one that they keep will be rolled into something worthless as well. Force Misdirection crushes mirror matches against other melee-heavy decks, wiping out all of their damage for a single resource. Deflect has great value vs ranged, removing a dice and turning it into damage. :)

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