eCad/eKylo w/ simple guide

Card draw simulator
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Derived from
How I Learned To Stop Giving A Shit and Embrace Insanity 18 14 6 1.0
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SeventhSonGames1380 65

Mostly a damage deck, with some discarding going on as well.

Ideally, you want to put Sith Holocron and Fast Hands on Kylo and Cad respectively as fast as possible. Cad's ability lets you roll him in as soon as you put an upgrade on him, and Fast Hands lets you resolve a die as soon as you roll him in, so it's a great way to start off with some quick damage.

The Sith Holocron allows you to put Mind Probe on Kylo for free, which considering it's 4 resource cost, is great. Not only that, but you can also spend one resource to roll mind probe in instantly.

LL-30 Blaster Pistol works great with Cad, especially if you get it's ability as you can then use Cad's 3/1 ranged damage (or 2 damage if you don't have the resources). Jetpack, Force Push and Force Speed are used to support both these characters.

Abandon All Hope makes an opponent lose all resources OR all their die, and is great if you play it when they have either no resources and all their dice in their pool, or when they have no dice and lots of resources. Electroshock, Nowhere to Run, Mind Trick and Your Skills Are Complete are for damage and discard mitigation, so you shouldn't have to worry about Cad or Kylo dying too soon.

Decisive Blow works great on Kylo, who not only has decent melee damage on his own but allows him to completely take an opponent's character out the equation. Works a treat if that character has 3 upgrades as well.

Nowhere to Run is a backup in case you have a bad roll and allows you to turn all of your blanks to any side, allowing for a surprising damage round, and nullifies your opponent's smug look when you roll bad against an Asajj Ventress - Force Assassin deck. Likewise, It Will All Be Mine can take advantage of your opponent rolling bad and is best used before they reroll.

Secret Facility means you don't have to resolve your damage dice, as you can claim the battlefield, resolve 3 damage dice, and go first before your opponent knows what hit them.

Any feedback is appreciated.

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