Rebels without a cause - Jyn / Ezra (with guide)

Card draw simulator
Odds: 0% – 0% more
Derived from
Jyn / Commando 65 47 14 1.0
Inspiration for
None yet.

Scactha 888

Introduction

Who doesn´t love the indomitable Jyn and wants to re-enact that brash door kicking bravado that screams "I´m a rebel!" This deck is -all- about that.

Jyn / Ezra is about tempo, thievery, messing with the opponents dice and getting value out of the cost reduction ability.

Strategy

The deck wants to harass the opponent by playing a barrage of annoying and damaging yellow events on the cheap, preferably by Infamous, and using Running Interference to break their tempo. No one is better than the reckless Jyn in gushing forth a steady stream of Threatens, Double-Crosses and Let The Wookiee Win to force the opponent into awkward choices. Take damage or lose dice? (The big aim is to first Infamously Threaten them and then Double-Cross! 'Aw, did you fall for that?') And, as she´s the mistress of Rebel the events aren´t even gone when they´re gone.

What better sidekick could Jyn have than the rascal Ezra? A constant headache to his Jedi Master Kanan and the rest of the Ghost crew.

When the opponent is busy fending off Jyn Ezra steals them blind. They´re a team where she draws the attention and the kid does his thing. Amusingly enough does Ezra pack almost as much of a punch as Jyn, but don´t let on. Put upgrades and draw attention to Jyn, but save a Second Chance for when she´s on the ropes.

When the imperials thought they cornered them, they just hit back even harder.

Never Tell Me The Odds and Bad Feeling are the finishers. Either Infamous them to disable any chances of reacting or exhaust RI to stop them from controlling the dice. Notice that BF hits the opponents dice too, thus being a 2-in-1 of sorts.

Playwise

Mull for an Infamous or RI, at least one upgrade and control card. Roll out Ezra first to create a threat. He´s an enabler over damage dealer.

Better claim over resolving that odd resource or discard. The deck is midrange and wants to react and then start to throw spanners in their works.

7 comments

Electrickery 9

I'm playing a similar version of the deck with some more upgrades like DL-44/Bowcaster.

8 Upgrade seems kinda low and it feels like many turns you'll never draw one. Do you think this is fine how it is?

Scactha 888

6 out of 30 dice generating cards mean you on average should have one upgrade per turn if you play out your whole hand. Which should almost always be the aim with any deck imo. Apart from combo pieces.

16 of 30 cards effectively zero cost where 8 of the are direct damage (if you add in Rebel). As such there´s plenty of damage there with the additional perk of it being control.

That said I could see something shifted for DL-44 Heavy Blaster Pistol. Could be different things, but probably a non-damaging control card.

Spartanlife74 1

@Scactha you had me sold at "rascal" lol. Looks like a fun deck!

Scactha 888

@Spartanlife74 It´s very entertaining to play :) The constant messing with the opponents dice is unusual and makes them testy. Should you re-roll into a 3 just to have it tossed back into your face? So annoying!

Riddlebox 1

Very fun im loving it so far!

theagentcoma 1

well maybe I'll play this now with the errata

Scactha 888

I´ve done some slight changes making it a tad more durable and damaging:

Still fun. Still annoying ;)