Return of the ReyDie: eRey1/eLuke3 PC

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Derived from
None. Self-made deck here.
Inspiration for
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Deck Overview:

This deck seeks to combine the action economy afforded by Rey's inherent ability with the consistency of Luke's "melee" sides. Profitable Connection allows any of the upgrades in the deck to be played turn one, allowing us to apply quick pressure and never let up.

Card Rationale:

Characters, Plot and Battlefield:

Rey - Force Prodigy - Although her dice are pretty mediocre, her deployment point cost is the main draw here-she can perfectly pair with Luke3 to allow us to use profitable connections. Her action cheating utility helps us to get our dice into the pool faster than our opponent, turning on most of our removal. In a best case scenario, action cheating with Vibroknife can protect our dice from removal (or, in nonideal rolls, allow us to discard to reroll). Her modified sides aren't as tricky to deal with since Luke has effectively 50% melee sides per dice and every upgrade in the deck, with the exception of speed, has a melee side.

Luke Skywalker - Reluctant Instructor - Consistency is Luke3's best offering. Half of his sides can be resolved for melee damage OR shields, without falling prey to damage specific removal. This is a double edged sword, though-we cannot use Guard or Decisive Blow with Luke's dice since they specifically require a melee side. 12 HP is a lot to chew through, and Rey will likely be the prime target for most opponents since she will be taking on upgrades to abuse her action cheating, so Luke will likely survive long into the late game with his weapons and shields.

Mos Eisley Spaceport - Tatooine - This battlefield is a godsend for the deck. We can abuse vibroknives on Rey with it round after round, or move over upgrades from her when she begins to die. We can pretty easily claim before a lot of opposing decks by quickly getting our dice into the pool thanks to Rey's ability. Most opposing decks won't necessarily want to return an upgrade to their hand, so claiming might have little benefit for them aside from first action (which is not a huge disadvantage thanks to Rey). I am also considering using Obi-Wan's Hut - Tatooine for consistent defensive capabilities.

Profitable Connection - The main reason we are pairing Luke with this version of Rey and not Rey - Finding The Ways. Having an extra resource round one allows us to play any of our 3 cost upgrades immediately, which forces our opponent to risk heavy early game damage or burn through removal.

Upgrades:

Ancient Lightsaber - 50% damage sides with the chance to hit an insane +3 melee. Couple that with a heal option that loads the card back into your deck and Ancient earns its place. NOTE: If price is a concern, consider replacing with 2nd copies of Heirloom Lightsaber and Rey's Lightsaber, both of which are high impact dice available in starter sets with many other great cards.

Dagger of Mortis - Bonkers. Stealing a shield away before resolving melee damage if the opposing character is blue makes for a massive damage swing. Redeploy means that, short of discarding the card, your opponent will have to deal with this the entire game. You might want to run 2x, but Lightsaber Pull serves as a good stand-in for a second copy. NOTE: If price is a concern, heirloom and rey's make great substitutes. If you've already used those flex slots, consider a traditional Lightsaber-pretty great sides and not prohibitively expensive.

Force Illusion - Effective mitigation that preserves our characters for longer make this card an easy choice to include.

Force Speed - The king of all action cheating cards, and one of the best ways this deck has to maximize damage output, beat the opponent to the claim, or set up a removal bonanza with Guard, Speed is a powerful piece of tech. NOTE: If price is a concern, there aren't many budget options, but Swiftness can help by conferring ambush to select upgrades that do not already have it, which will enable some (less consistent) action cheating.

Heirloom Lightsaber - With 50% unmodified melee sides and redeploy, Heirloom is a force to be reckoned with at any stage of the game. The earlier it comes down, the longer your opponent needs to answer it.

Rey's Lightsaber - 50% melee damage sides and 33% unmodified melee make Rey's a fantastic choice to include. Putting it on Rey has the added bonus of making her very, very tanky with 2 shields, in addition to her extra action. Redeploy means your opponent will be dealing with this for the entire game.

Shoto Lightsaber - Shoto can bolster this deck's defenses-all weapons except Vibroknife are blue, ensuring we can either shield up or strip shields ahead of an attack. With Luke's shield sides, this can help protect our characters quite effectively.

Vibroknife - One way to deal with our opponent's shields or illusions, the knife has 50% damage sides to roll in, and can swing for large amounts of unblockable damage. This is the only weapon in the deck to inherently possess ambush, making it a fantastic early drop onto Rey to abuse her action cheating.

Events:

Alter - Turning two dice is potent-you can ruin an opponent's best damage rolls or set up your own, demanding an answer from them (or a little of both). This is a versatile card that can save your life or end the game.

Beguile - Similar to Alter, Beguile serves to turn the tide of the game by interfering with up to three of our opponent's key dice. At the very least, they will be forced to reroll or deploy their own dice manipulating cards to get back to a less optimal position.

Close Quarters Assault - Not as amazing as it was in Reyla or Kylo/Anakin thanks to the lack of true melee sides on Luke, CQA can still help to neuter our opponent's hand. This is often most important when dealing with vehicle decks or mill, as you can strip away their potent supports or removal, but it is helpful in any matchup.

Destiny - This card converts nonideal dice sides into resources and allows us to play cards we might not otherwise be able to afford in a single action-clutch mitigation or an upgrade can help swing the game in your favor. Unlike Reaping The Crystal we aren't restricted in the cards that Destiny pays for, nor do we suffer action tempo loss, as from It Binds All Things.

Guard - Sweeping removal, or at the very least able to trade one for one, Guard enables us to demolish our opponent's best rolls at the cost of a single die. Trading a 3 melee for 3 dice may not seem great, but it is often the difference between one of your characters living or dying. Not as amazing if Luke ends up with no blue weapons and on his own, but that is not as likely thanks to plenty of blue weapons, including some with redeploy.

Heightened Awareness - I go back and forth between this and Caution. My main motive for including Awareness over caution is that it is always a viable play-caution drawn with one character remaining is a dead card. This can protect a character from lethal damage, or combo with Riposte for 3 damage from the hand.

Hidden Motive - Being able to manipulate a die off its most dangerous side, and remove it with a correct guess, is quite devastating. Motive is a fantastic spot removal card.

Lightsaber Pull - Essentially, pull serves as our second copy of mortis, heirloom and rey's as well as a third copy of ancient and shoto. Although normally you forfeit an action to fetch the card, Rey gives you that action back when you play the weapon on her. Serves many purposes-can guarantee your weapon of choice round one, can fetch an ancient saber to help save one of your characters, or can grab a powerful weapon to help close out the game.

Overconfidence - Versatile removal. Knock your opponent's dice off of their best sides and remove whatever comes up lower...or risk fighting your dice against theirs. Luke's die is actually fantastic for this fighting modality, since he has two 2 value sides and only one blank (average die value comes out to 7/6, a little above 1). Rey's isn't shabby either for that purpose (with an average die value of 1).

Riposte - This card can burst down an opponent's character with little notice. Sometimes a character will squeak by with one health, ready to ruin your day when they roll in next round (Kylo Ren - Tormented One is infamous for this), but riposte ensures that, as long as you have a shield, you can still force through one damage from hand, no dice involved. Combo this with a shoto activation, playing Rey's saber or Heightened Awareness to catch your opponent off guard. Great closer.

Synchronicity - Luke's dice are half shields. Our weapon dice are all half melee. Rey's dice are a third melee. There's a good chance you'll be able to consistently use this card without needing to reroll dice. Added bonus is that Luke's shields and other melee dice are now ALL damage, so you could potentially follow up a Synchronicity play by resolving any Luke shield dice and all other melee dice together.

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