Played this list in the 26-player Las Vegas Regionals at MaximuM Comics on 12/1/18, and it took me to the Top 4. This variation of the decklist was a a result of the collaboration of several members of the Northern Utah Destiny community, with Seth Taylor providing the base build and tweaks and input from Kenny Brown and myself.
Jyn and Cassian are doing their best Sonic the Hedgehog impersonation here - they Gotta Go Fast! This is a Tempo/Control deck, your goal is to play 1-3 weapons, roll out your characters, resolve damage before it can get removed, and then Hyperspace Jump / Retreat outta there before those slow vehicle decks can resolve more than a few of their dice. You can sometimes manage to pull out a mill victory here, but in the current metagame your discard elements are more useful in controlling your opponent's access to upgrade dice, events, and rerolls.
Occupied City - Lothal is a huge deal. You're hoping to pick your battlefield every time here, and even when you don't win the roll, you want to Hyperspace Jump to Occupied City - Lothal as early as you can. Against these slow vehicle decks like Thrawn/Snoke you want to be going first every single round, and with Occupied City - Lothal you can burn a crazy number of cards, especially if you can get it into play before those TIE Fighters start swarming in.
(If your opponent is playing TIE Fighters, MAKE SURE to be a stickler and force them to resolve each play, search, shuffle sequence, because each time they play a TIE you get to mill a card from their deck with Occupied City - Lothal, and there's a small but significant chance you can remove TIEs from the deck before they tutor them out. You probably won't hit one, but it sure feelsgoodman when you do.)
If you don't win the battlefield roll, slap both your shields on Jyn, as she's priority target #1 for your opponent, and if they gun for Cassian first you have a decent chance at throwing a Second Chance down before he dies and making them cry.
For your mulligan, priorities are 1) getting a weapon to play turn 1 (Jyn Erso's Blaster > Handheld L-S1 Cannon > Rex's Blaster Pistol > DH-17 Blaster Pistol), 2) Resource generation (Truce > Scrap Heap > Maz's Vault). Most everything else should be tossed back unless you've met both criteria, although if you aren't on your battlefield and you can snag a Hyperspace Jump to hold to round 2, that's not too shabby.
After that, you're trying to roll out dice and resolve them before they can get removed. I like to activation Jyn Erso - Daring Infiltrator first when possible, so I can peek at their cards for next round and have some information when making the choice between Cassian's bonus indirect/mill from each die resolution. This is primarily a damage deck, so don't fall into the trap of trying to play too hard into mill, but there are plenty of situations where resolving 2 or 3 of Cassian or Jyn's dice on their discard sides is the way to go.
The right time to play a Hyperspace Jump or Retreat is once it's clear your opponent is going to get more value out of continuing that round than you. Sometimes you'll leave dice on the table, and that's ok, so long as your opponent is leaving more. It's easy to
Only 7 weapons?!? - Yeah, this deck is really at its best playing 1 or 2 weapons in the first round or 2 and then pouring all your resources into the events. I was previously running 2 Holdout Blaster, but in our testing we found that your character dice are so good you don't need more than the 7 weapons here. I prefer the 1-cost DH-17 Blaster Pistols over the other 2 cost options because having resources for removal and events is so so important, and the DH-17s are a great way to bank a resource in a gun, cheat out extra damage for a round or 2, and then overwrite it later for a harder-hitting weapon.
Maz's Vault - I included this so that there'd be a 5 way to draw into extra resource generation off the mulligan, but playing against a field of Thrawn/Snokes, Darth Vader - Terror To Behold decks, and other vehicle decks, I never wanted to give them the extra resources. If I were playing the event again, I would probably cut it for a second copy of either Hasty Exit or Defensive Position.
Suppressive Fire - I threw these in because Darth Vader - Terror To Behold decks are popular at the moment, and this is one of only a handful of removal cards that can get around his Power Action. I was really surprised at how useful they are as fast removal against Thrawn/Snoke, too, as you can play one at the end of a round and set up for the next round to remove one of the 2 Focus or 2 Resource dice from those dudes after they activate, which goes a long way towards slowing them down and speeding you up - using an extra action from last round to remove dice this round is the kind of speed we like around here. If the meta changes and we see less Darth Vader - Terror To Behold these might change to other removal or tech options.
Vegas Matches Review:
1) - Boba/Phasma - Win (1-0) - Everything Boba/Phasma does, Jyn/Cassian does better.
2) Grand Moff Thrawn/Snoke - Loss (1-1) - Couldn't get the Hyperspace Jumps in time, got rekt.
3) Vader3/Bazine - Win (2-1) - Super rough start, didn't draw a weapon until round 3, but I was able to mill Vader's big cards (Vader's Saber, Rise Again) and kill Bazine before Price of Failure. 4) Kenny Brown's Luke3/Rey2 - Loss (2-2) - This is the only deck I've played against that can consistently produce enough shields to keep Jyn/Cassian from killing a character. I got his Luke Skywalker - Reluctant Instructor to 11 damage, and then he used Caution for 3 shields and a Force Illusion, which made it close to impossible for me to finish him off. Unless your dice are super hot and you can ace out a character early, I think mill is the only out in this matchup. Nobody's playing this deck (even though I think it has legs), but Kenny's a local player and one I travel with so I need to know how to beat him.
5) Vader3/Greedo - Win (3-2) - Burning the right cards out of the deck against Vader can turn it into a pretty clean win.
6) eDJ/eAphra - Win (4-2) An interesting deck, controlling dice and getting free damage. He wasn't able to get the Aphra/BT-1/0-0-0 combo off the ground early enough, and the indirect damage from my weapons and Cassian was too much for him to deal with.
6th Seed going into the Top 8
Top 8 - Thrawn/Snoke - Win. The Bo3 went 2-1. He won the battlefield roll for the first game, but my dice were hot game 1, he ramped up and crushed me game 2, and then with Occupied City - Lothal round 3 I clobbered him. Starting out the day I had been trying to combat Thrawn/Snoke by targeting Thrawn first, but by this point I had realized the correct approach is just to kill whichever target is easier. Most Thrawn/Snoke players will resolve indirect dice onto Snoke, so if you get the chance resolve your indirect sides first, and then follow up your direct damage onto whoever has the least health left.
Top 4 - eSnoke/Ciena/Bazine Firespray Mods Shenanigans - Loss in Bo3 1-2 -This is the first time I've seen this deck, and it's crazy. This deck can get 4-8 resources worth of dice out on the table for only 3 resources, and then consistently activate those vehicles 2 or 3 extra times a round with Ciena's Action. If you see this deck, you need to murder Ciena yesterday.