"Come on, Mom! Everybody's Doing it!"

Card draw simulator
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Derived from
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Dave Sharona 601

Ok, Qui-Gon Jinn - Ataru Master has always been good. Effectively turning every one of those hero upgrades with shields that used to annoy you into an additional consistent damage side.

His struggle has been existing in a meta that is way WAY too fast and aggressive, where shields barely mattered, and only being able to partner with Rey - Force Prodigy. While she is good, and QG/Rey is still a great deck, Kanan is better in almost every appreciable way. While you don't get to chain actions together ad nauseum, you do get really, really effective action cheating, especially if he is showing a focus side when you roll out. And never underestimate how clutch a disrupt (that doesn't cost you your action) can be at the right time.

I'm not telling you anything you don't know, or anything the other fifty million QG/Kanan players out there have not already said. So here goes:

I've done a lot of tweaking and this the deck that has a lot of consistency, is really fun to play, and and just flat out wins a lot.


UPGRADES:

There should be no surprises here. Until you can get Ancient Lightsabers, run Fearless as it's super useful, but just not amazing for the cost. Once you get the sabers, ignore Fearless forever unless you're playing a fun variation on this deck where you like to lose more.

Makashi Training is a great card. It's a die with a lot of damage sides and a built in soft version of Guard.

I've only put a one-of regarding Rey's Lightsaber and Luke Skywalker's Lightsaber because of Lightsaber Pull, but both have a lot of value.

Shoto Lightsaber and Vibroknife are obvious.

MITIGATION:

Force Misdirection with Kanan is CRAAAAAZY good. The ability to potentially blow out every single die of any damage type or even slow down a Buy Out for one resource? YES. If both of his dice are out and one has a focus side (which happens a lot) you can mitigate basically anything except a discard side.

Guard Another blow-out card. This one is more situational because it relies on you rolling unmitigated melee sides, but it works with modified sides too. Some of the best free mitigation available right here.

Overconfidence If you don't have the first two, this will break up those statistically unpredictable rolls (your double 3's, or double 4/$'s) and guarantee one of those dice disappears. Not bad for a buck.

Confidence/Sound The Alarm: This is the only undecided slot in this deck. Do I run Confidence for guaranteed removal of potentially dangerous dice, or do I run pretty much the best soft mitigation in the game. For right now, it's Sound the Alarm. And only because it's saved my tail every time I've played it. Confidence is much more situational and much more useful in the early game (forcing a disrupt when you have no resources, or a discard when you have no other cards), it's a harder card to play well, too. I really like both, but I don't have the room. Either can be very effective.

UTILITY:

Caution If you're playing blue hero and you don't have two of these in your deck, stop. Go back to your deck. Take something out, now put two of these in. It's just an incredible value, AND plays into QGJ's damage ability. You need these.

Deflect Meta call? Maybe. But guns are everywhere and having two of these when you need them is better than none when you don't. Removal and damage from hand? It doesn't get too much better.

Lightsaber Pull You need lightsabers. Pull them.

Synchronicity is almost a guaranteed damage-from-hand, statistically with these dice, for free. AND it's unblock able.

Luke's Protection Many people seem to think it's too slow. I think it's free guaranteed damage and an anti-mill strategy. I get tons of value out of it and while I sometimes don't use it in order to claim faster, it's still worth including.


So, how do you play?:

Mulligan for Force Speed, a great 2-cost upgrade (I really like Makashi Training first, but pretty much any of them are good), #Guard, Synchronicity and either Caution, Luke's Protection, or more mitigation.

Play Force Speed on Kanan. Now might be a good time to roll out, depending on matchup. You will need your dice in the pool for Guard or Caution and you would love to roll in Qui-Gon Jinn - Ataru Master unanswered.

A trick I love with this deck is if you roll junk on Force Speed, but have a Kanan die showing a focus. Declare your action is resolving dice, use Kanan's ability to focus the Force Speed and then take two turns. CONSISTENCY!

Important: don't play non-lightsabers on QGJ if you can avoid it. Load up Kanan with Speed, Makashi, and Vibro. Lightsabers go on Qui-Gon. The goal is to get both Shoto Lightsabers on him, but as long as he has at least one and another saber, he can proc the Shoto ability.

Try not to waste much on re-rolls. Your dice have so many damage sides with Qui-Gon's ability, just take what you can get. Money is always good. Shields are always good. Sticks are best. Man that's a huge wall of text. I wonder if anyone has gotten this far? If you're still reading, what's your favorite ice cream? I go back and forth between german chocolate cake and anything coffee flavored. I have an unhealthy amount of coffee in my diet.

I think what I'm really trying to say is basically Qui-Gon is the Pee-Wee Herman of Star Wars. It's the hyphen, mostly, but also his can-do attitude and stick-to-itiveness. Sure, he got cut in half, but he's still swinging.

Oh yeah, I don't have Force Illusion in this deck which might seem weird, but all we do is make shields and all of these cards are important. If you REALLY think you need them, pull the Luke's Protection, but I think you'll regret it. Or you could pull 1x Deflect and 1x Lightsaber Pull. So far, I've preferred it as it is.

3 comments

Setzuen 445

I'm surprised that this deck hasn't got more attention. I was just applying the finishing touches to my eQui / eRey deck (so naturally I disagree with your Kanan > Rey comment). I was checking out blue hero decks to see if I've overlooked anything, and I stumbled on this gem of a deck, and you wanna know what's weird? Aside from Rey - Force Prodigy over Kanan Jarrus - Rebel Jedi, and Clash over Luke's Protection, my deck was identical! So, thank you for validating almost every card in my deck, and confirming that I'm not crazy! From your inclusion of a single copy of each 3-cost lightsaber, because of their uniqueness and Lightsaber Pull being able to fish them anyway, to your recognition of Sound The Alarm and Makashi Training; it's a masterpiece! ^.^'

Sadly, I am another believer that Luke's Protection is too slow, and that it conflicts with the otherwise-fast pace of the deck. Claiming will always be the dream, to get that free shield and turn priority next round. Dedicating 2 actions to gain a shield seems a little redundant, when saving those 2 actions so that you can claim would give you a better reward at a faster pace.

I use Clash because it adds more control to an already-annoying deck. It works particularly well with the +3 modifiers on Ancient Lightsaber and Luke Skywalker's Lightsaber. It often mitigates at least 3 damage, and adds 3 damage to your own pool, which is a total value of 6. That's pretty tasty for a single resource. Even if you're not against a melee deck, you can still focus one of your dice, but if you ARE against a melee deck, then it adds an overwhelming amount of value.

Still, this is an incredible deck (I should know - I've won 5 local tournaments and a store championship with a very similar build). If great minds do truly think alike, then I predict that you'll replace your single copy of Luke Skywalker's Lightsaber, with a single copy of Obi-Wan Kenobi's Lightsaber when the next expansion is released. ;)

Dave Sharona 601

@Setzuen, I was using s single Clash and a single Deflect but with Makashi and it’s utilitu, I decided to favor Deflect because I’m seeing guns everywhere around here.

I think the Luke's Protection speed issue ties into your preference for Rey - Force Prodigy: by nature, that deck is just faster. As often as not, I don’t even take my BF so that I can start the shield shenanigans early and that extra potential two damage every round has been HUGE considering that it’s usually unexpected or overlooked.

I think the difference in a heads-up play will come down to preference. I like to play somewhat reactionary, relying on very consistent cards and dice, instead of a more Zerg-rush approach. And considering I’ve gotten as much as four damage out of a single Luke’s Protection, that has more value to me than clash right now.

I think both styles have their strengths and weaknesses, but the beauty of where the game is at right now is that the deck doesn’t HAVE to be lightning quick in order to be effective. That’s new for this game.

And yeah, Obi-Wan Kenobi's Lightsaber is so going to happen. Maybe one Heirloom Lightsaber as well

Dave Sharona 601

After quite a bit more playing, I am making the following changes:

-1 Luke Skywalker's Lightsaber for +1 Handcrafted Light Bow

Especially with all of the shields around, and I swear, I only ever roll shields or special with Luke's saber. Which is ok, but I want more value out of a 3 cost. And this still procs Shoto Lightsaber and Lightsaber Pull and it's another great target for Force Misdirection

-2 Luke's Protection for +2 Force Illusion

I still REALLY like Luke's protection. But I have found the tiny bit of extra survivability just to roll in Qui-Gon Jinn - Ataru Master one more time is worth the switch.

And lastly, -1 Lightsaber Pull for +1 Clash

I don't want to drop my Deflects since, in half the matches, they are the best removal I can have. But that being said, the amount of melee in my area is very high, and even with the added removal from Makashi Training, WHICH HAS BEEN GOLDEN, I found myself looking for a swing card that could give me momentum. Clash does that well