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|None. Self-made deck here.|
|The Last Jedi - eLuke/Rey Aggro Smoothness||18||12||13||1.0|
|Qui-gon Rei my deck||0||0||0||1.0|
|Never For Attack - Qui-Gonn/Rey CptWasp's version||0||0||0||1.0|
|eQuiGon/eRey facebook video league 2nd place||1||1||1||1.0|
Posting this up 'cause I haven't seen much discussion on SWDDB about this deck type, and I freely admit to developing and testing, not creating this deck - there are a number of similar builds scattered around the interwebs that influenced and directed this deck. With that out of the way...
Never For Attack - a Qui-Rey deck which does whatever it feels like, including attack.
Shields and melee, lightsabers and more. Qui-Gonn is a ridiculously reliable damage-dealer, with what equates to four damage sides when considering his ability. Rey has to work to deal damage, but we can (and will) throw upgrades on her every turn to get the deck ahead on actions. Alongside this we have tons of great specials on upgrades, all of which can deal damage and are triggered by Datapad. Add in the lethal spikes from Riposte and you have a deck that kills constantly and consistently.
Shields again. So, so many shields. Since we're using them for damage half the time, we may as well have the option to also defend our characters! Qui-Gonn is shockingly hard to kill, and Rey becomes the repository for recurring upgrades like Lightsaber and One With The Force, giving the deck an alternate kind of survival ability.
Use The Force, Force Throw and Deflect allow us to mess up our opponents plans whilst enabling our own damage dealing and/or game plan. Rey, Force Protection and Mind Probe even enable a meaningful amount of discard, should we feel the need - I recently took down a Dooku Control deck by milling his hand for the turn first...
Ridiculous Economy and Ramp
Some turns, you just need money. It Binds All Things, with blue upgrades and a good cost curve combine with Datapad, Force Training's special and Rey to afford all of the upgrades, which build our board state at a scary rate. Getting more dice is almost always better, even if they're rolling almost nothing but money, which leads into...
This is this decks primary strength - all of the chatter above ties into a capacity to not care so much what you roll turn by turn - money builds board state, damage and shields kill people or give us protective breathing space, specials are pretty much universally horrifying...I've played a lot of aggro (such as Luke/Ackbar) and similar archetypes which generally have a game plan focused on a few specific dice faces. This deck doesn't, it pretty much always has something good to do every turn, and when it does care it can hit as hard as the nastiest can. It's awesome fun, and you should play it.