The Shenanisquad

Card draw simulator
Odds: 0% – 0% more
Derived from
The Shenanisquad 0 0 0 1.0
Inspiration for
Queen Hera and her entourage! 0 0 0 1.0
The Shenanisquad 0 0 0 3.0

Jace 1

The deck mechanics work as such. Put an ambush upgrade on Rey, roll out Ezra, roll out Maz. Use Maz ability to resolve the Ezra special with Maz focus if needed, or just both Ezra Special if you god roll, and leave them with 0-1 resources for their turn.

This play is your early game and is meant to both stunt their growth and accelerate yours. With these extra resources you should be able to begin putting upgrades on your other characters or ramping up bigger upgrades on Rey. Your speed should allow you to claim more often than your opponent so overriding a 2 cost ambush on Rey for something better if possible is a good idea as long as you still get to claim and put that weapon back on top to recycle the process.

This means that your early game is less about damage and more about resources to make this work.

Once you transition to the midgame you should have a large advantage over your opponent in that you have several upgrades and probably more damage dealt.

Updated the last list by just removing the cheat and adding a hyperspace to help ensure you have your battlefield if you lose the roll or need to pick the opponents for shields.

Still lots of fun and very consistent.

2 comments

Solsticejf 156

One of my friend have been playing a deck like that lately and it's crazy fast! Little suggestion, he has 2 Mind Probe in his deck and it can pack some serious damage.... when you have them on Rey (or even Ezra) you put an ambush weapon on Rey, then get 2 action to: 1-activate Rey to roll one or two mind probe and 2-activate Maz to focus the mind probe and deal 5 damage .... he rolled 2 mind probes a couple of times at me and 10 dmg at the beginning of turn without being able to remove is just brutal!

My opinion is also that you don't need Hyperspace Jump since you already have a lot of Upgrades so you won't be running short. Force Speed is also not a staple in this deck since you are already ultra fast... I'd consider adding one or two makashi for the removal ability that can be used either with Rey dice or makashi dice.

Jace 1

So I actually tried the mind prob version and while it does give some big damage potential, it also leads to some more inconsistency in the deck. This is especially true since the 1 override per turn change since you can't chain 2 ambush weapons together then mind prob to get several actions. While mind probe is a good card, the deck build is meant to be all about consistency in both speed and damage and stay away from really big but inconsistent damage. Additionally while you are super fast already, force speed just gives you the ability to potentially just do everything you want to do before the opponent can react to anything. You don't need to do it but it's free and can be super punishing for your opponent. Makashi is not a good choice in this deck. Your gun focused with a couple exceptions and you already have a bunch of mitigation and pseudo mitigation in the form of resource stealing to stunt your opponents ability to meaningfully grow their board state. Hyperspace may not be needed but it's a card I am trying out a this time to help ensure you get your battlefield since overriding a 2 cost ambush weapon and putting it back on top yo guarantee a money steal chance the next round is super powerful. So is putting a dl heavy blaster back on top as ambush and mitigation fuel. Getting my battlefield against a mill deck is also a good, if corner case, perk of hyperspace.