Team Aurebesh v1.2

Card draw simulator
Odds: 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
Team Aurebesh v1.3 0 0 0 2.0

Jason_SWGuy 104

After hitting two release events and winning a box of EaW (with updated Rainbow Nines) I created this deck. Basic idea was to start a team of Aurebesh Rey (from initial Awakenings pre-release) and the two Aurebesh Wookie's and include the two Aurebesh Rend's I got. I threw in a couple full art Guard and Electroshocks too.

I went 3-1 with it the first week out, and the loss was due to me not playing a second chance earlier and dying to a Riposte that I had no business dying to. It was not a murderer's row I faced, and I had some close games, but I decided to run it back with some changes. This is the version I'm planning on taking on Sat.

Out -2 Guard -- I just want the damage more than the removal. -1 Chopper -- just wanted to play him first week -2 Lightsaber pull -- I had enough weapons, never needed it and felt like a wasted slot.

In +2 Close Quarters Assault -- So many melee sides around. +1 Rey's Staff -- has same two black one sides, but is an upgrade vs support. The special is often as good or better, and it has another black 3 to boot. +2 Truce -- I often get a free black side of mine mitigated, leaving a chain of modified and a pay side I have no cash for. I think this will be used to basically read "give an opponent 1 resource and deal 4-5 damage"

Basic idea: You want to build up Rey--your first upgrade is always on her, maybe dump a second on a wookie if you are fluh wish cash, but kep building her up. Move damage off her to Wookies with Draw Attention and ultimately a Impersonate that can be back breaking to a damage deck. even if Rey dies, you should have her Lightsaber or the regular on her to redeploy. You want her to be the target, you want her to live, and you want her to arm a wookie late game. By the late game, cash for a lightsaber weilding wookie to lay down some damage is no problem.

Versus a damage deck you have base of 30 health, a lot of extra if they can't deal with shield generation (from your lightsaber's) or extra health (via second chance or ancient). seems like a slong for an agro deck, and you should chop one of their dudes down at some point too.

Versus control, you have a couple key cards. The first is Vibroknife, we know this one well for shield penetration and action cheating should you have to. The next are Close Quaters and FILP. Both are looking for key items like a Buy Out. The one of Lightsaber Training can do some serious damage too if you know the cost is clear.

So Rend -- is running Rend with Starship graveyard a bad idea? Maybe, but I think it might give me the tempo swing or ramp denial I might need. I'm not 10% sure yet.

Other cards I want to find room for, or keep on the short list: Lothcat and Mouse -- Timely Removal for free Stolen Cashe -- oh look a crate of wookie snacks to pay for that damage I need now Hyperspace Jump -- Is Nines still a thing, do I have enough base damage alone to survive? Roll On -- I know, but sometimes I really need a money or black side. Electro staff -- My opponent might forget it is red, right?

1 comment

J1mbo 1

Do you find getting enough resources for wookie's dice a problem?