Are You Offering Me A Job?

Card draw simulator
Odds: 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
Are You Offering Me A Job? 0 0 0 2.0

hamberglar 98

Based on: http://swdestiny.com/drive-by/

I thought his card choices were sub-optimal and his deck focused too much on the combo and not enough on how the deck should function without it as a tempo deck prior to setting up the combo.

All of the pieces of this combo are 100% playable on their own, so don't rely on it. you still have 4 starting dice and 0 dead cards in deck.

Daring Escape + Negotiate is a combo I like a lot. For 3 resources, you get a shield and a chance to completely fuck all of their dice very quickly.

Electroshock, Shoot First, Deflect, and Negotiate are all just removal cards. Use them to keep ahead of your opponent.

The original deck used Awakening, but considering he didn't play any melee weapons, I felt it was a huge waste of a slot. Rey's Staff plays into Rey much better and basically does the same thing (giving you three sides to anchor rey's +2 side to).

Disarm is just an insanely good card. Effectively die removal, and removes the card permanently (rare in this game so far).

Obviously, the main combo is Millenium Falcon + Emperor's Throne Room to recast Hyperspace Jump for free, allowing you to end combat. Rey's ability, plus the plethora of Ambush cards, and All In, allow you to get some damage in, then leave your opponent hanging.

BB-8 smooths out rey's rolls like Awakening did, but also helps us with DL-44 Heavy Blaster Pistol's 2 blank sides. Don't be afraid to reroll by discarding from your hand. I think discarding Hyperspace Jump this way feels really good.

I think that Jetpack is the best card for its slot, but you could use Force Throw if you prefer. I think the deck could use some more upgrades, but I think it's more important to play the best cards possible and I think this is it. Specifically, if there was another good melee weapon like Rey's Staff, that should go in, because it helps Rey's character dice suck less.

For additional options, you can always Emperor's Throne Room a Lightsaber for 2 straight damage if you just need a little reach.

Speaking of, I would almost always choose my opponent's battlefield given the chance. There are not many ways for us to take advantage of the battlefield outside of the combo, and if you can do the combo, you can switch the battlefield anyway.

Han Solo is the more durable of the two heroes, but Rey is the center of the combo. As a result, most of our cards are tooled towards Han Solo being in play, and the only card that needs Rey to work is Deflect. This is why I don't play any Blue Abilities, even though they're very good (Mind Probe, Force Throw).

2 comments

Schmitty 14

I'm a fan. This seems like a solid balance between control and aggro, and more tempered than its predecessor, like you mentioned.

One thing that's appealing to me is the few amount of upgrades. I've been seeing several people placing up to fourteen upgrades on a two-character deck, and to me that's wasteful since you won't be playing them all each game. This deck seems to have the right number of upgrades without sacrificing on dice, since Han Solo and Rey are both elite.

hamberglar 98

@dothanite "that's wasteful since you won't be playing them all each game"

I actually think that more upgrades than you can use is likely optimal since you can discard an upgrade costing (for example) 2 resources to play another upgrade from your hand costing 3 resources and only pay the difference between the two (1 resource). This is a REALLY good way to generate tempo since 3 drop and up upgrades tend to be really strong (DL-44 Heavy Blaster Pistol, Mind Probe, Luke Skywalker's Lightsaber, Kylo Ren's Lightsaber, Crime Lord, just off the top of my head.

If I could play more upgrades in this deck, I probably would. Alas, I just don't think there are any that are good enough at the moment.