We Can't Repel Firepower of that Magnitude

Card draw simulator
Odds: 0% – 0% more
Derived from
The Battle of Endor 24 16 22 1.0
Inspiration for
None yet.

Enderikari 176

Minor modifications based on feedback and play testing of the Battle of Endor Deck. Added bigger guns, faster cards and a bunch more mitigation. The goal of this deck is to put out as much huge supports as possible, using the strength of Lando Calrissian - Galactic Entrepreneur, Appraise and Truce. As long as your opening hand contains at least one of these cards, there is virtually no reason that you can't get out a support or two first round.

Ideal opening hand, especially if you have the battlefield, would include Truce and the highly-under-rated Strike Team. Opening turn would be to play Truce, pushing both you and your opponent up a resource, using the ambush action to play Strike Team. Then, a quick Partnership and your opponent won't know what hit him. If you miss that opening hand, the 4 sides on the combined Lando/Ackbar character dice are most likely going to let you trigger an Appraise to quickly get out U-Wing, Launch Bay, Millennium Falcon... All the heavy hitters you will need.

Mobilize is a strong new addition, particularly if at your battlefield, since it costs 3. It becomes a Truce without giving your opponent a resource. And all it takes is one of Lando's dice to get the required 3 to play it.

Since I bypassed Medical Center - Kaliida Shoals, (Many Opponents were claiming without using the ability), it very important to make the deck as fast as possible, because going first is powerful with this build. Deploy Squadron, Partnership, and It's a Trap! all help speed up the deck, but sometimes it might be worth leaving a die or two on the table in order to claim.

Strategic Planning is the game winner a lot. Many opponents will rush to claim when they see your turn start to peter out. If they do that, a quick refresh of a big support can do impressive, unexpected damage.

As always, play-testing continues and I welcome feedback and discussion. Thanks to all the people making suggestions!

4 comments

Ramin2-D2 550

no Tech Team?

Enderikari 176

@Ramin-2D2, I had it in the original incarnation of the deck, but found it didn't really help in getting things out. In order to get the best use out of it, it needs to come out early in the game. As much as it would help in getting supports out, it slows down everything a little more than I liked. I will keep testing it out, and might remove the Goggles to add it.

Spartanlife74 1

@Enderikari hey man, I like how this is evolving! hows it been doing with testing? and have you tried LR1K Sonic Cannon?

Enderikari 176

@Spartanlife74 For my IRL play deck, I have swapped the Launch Bay for a 1x L1RK. Launch Bay doesn't make sense with as many cards as I am playing every turn.