Ambush Combo

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Derived from
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orginal han rey combo 36

I have been working on my build since the game came out and have won many events with it. This is my current build and some thoughts on each card.

The goal that a lot of people miss is to swap 1 ambush weapon on Rey for a new ambush weapon.

This gives Han Solo a shield and gives you 2 actions. Roll your dice - Resolve them as fast as possible then claim the battlefield and put the ambush weapon back on top for another turn.

Riposte is normally 3 damage and Han Solo will gain so many shields that he is never at risk of death.

Scavenge will let you gain extra turns by setting up a turn where you can chain a few weapons in a row.

Infamous helps add to Hans shields and the nature of finishing your turn before they get a go.

Draw Attention is important do not try to cut it from the deck. Rey will be a big target and this really gives her a extra turn to kill them. The same is true for Heroism.

Shoot First and Disarm are both awesome when there good but awful when then not. Both feel needed in the build.

Luke Skywalker's Lightsaber has been my change slot for every event I have tried Cunning and Hunker Down but both kept not being the right card. The lightsaber has really filled the hole for the last event i was in.

Hyperspace Jump is a card i look forward to trying out at some stage but this build has been very consistent for me.

10 comments

Membrate 2

I really love this list and i'm looking forward to giving it a whirl in paper, have you tested Smuggling in the place of Disarm and Shoot First?

Being able to cycle cards for resources and then get them back when you claim has been really useful for stacking actions in turns 2 and 3.

orginal han rey combo 36

i did use Smuggling at first but i just didnt like it - the rest of the deck hardly needs resources and you often want to be changing 1 ambush for another so you can add it back to the top. there were so many times smuggling was bad and was discards at end of turn because it was the last thing i wanted.

Disarm has been 50/50 its sometimes totally useless but other times perfect. I only run 1 for this reason.

Membrate 2

Makes sense on the Smuggling, cheers.

I'm so off Disarm it always feels like i'm gaining too little tempo when it works or it's completely dead. I'm wondering if Deflect / Dodge / the second Shoot First or Hyperspace Jump might just be better in that slot.

Shoot First has really over performed for me in testing but our gauntlet is very Gun heavy so it might be skewing the results.

orginal han rey combo 36

yeah Disarm is ether really good or really bad - there is no middle ground for that card. some games is ver imporatnt to stop a Sith Holocron or a item giving shields every turn. If the game was best of 3 and we had side boards i would run 2 Disarm in my sideboard because this is not MTG tho i have to have one in my deck.

i have spoken about Deflect vs Dodge before in another thread.

orginal han rey combo 36

Dodge can be very strong against some of the 3 hero decks that are range only currently but in this style of deck that would mean you need to wait at least 3 actions for them to roll all there dice and then use it. This is one of the reason why Deflect is chosen over Dodge -

You can use it on the highest range dice you can see before claiming the battlefield. It can remove a needed damage dice preventing them from resolving + side dice and it allows you to keep the pace of your own deck. It also can add damage while saving you from some damage. The main thing about playing this deck is it has to play like a machine. Waiting around to use a card really puts you at a disadvantage.

Deflect would be my pick over the 2 of them for this style of deck.

Book 1394

If you are dealing damage, Deflect is a must in blue. Decks like this are the reason WHY you play Deflect. So, yeah, play Deflect.

Nexashe 57

What about adding return of the jedi to replay the riposte's and adding diplomatic immunity for extra shields?

TheBrianFactor 60

This deck cannot support the cost curve of Diplomatic Immunity and it's redundant with Han Solo's ability. You have enough ambush in this deck to keep Han shielded very well so Diplomatic Immunity would be an unnecessary tempo hit.

As for Return of the Jedi, though, I do run a 1x of it in my very similar deck. Being able to play 3 Riposte is devastating to an opponent and only furthers the strategy of this type of deck. From this specific list, I would probably cut Heroism to a 1x to slot in the 1x Return of the Jedi.

orginal han rey combo 36

@TheBrianFactor i find that Heroism is really important in keeping Rey alive. Being able to cast Riposte a 3rd time seems very win more to me. That would be 9 damage - to get to that point i would have put alot of weapons on rey and i would want them to be dead before that point. It is also a bit slower as its 2 actions to get it back and cast it.

I did try it in a early build but i found it wasnt as effective as i wanted it to be.

You are totally correct on Diplomatic Immunity everything you said is perfect about that card.

TheBrianFactor 60

Fair points about Return of the Jedi. Now that I put more thought in to it, while running Starship Graveyard you're going to be recycling a lot of ambush upgrades (coughHoldout Blastercough) to keep your ambush chains going. And Return of the Jedi would also slow the tempo.

I just find that with Heroism and Riposte it becomes a matter of either discarding Han's shields to save Rey, or discarding Han's shields to do damage. Both of which are highly situational so it's best to have the option so you can adapt.