eHan/eRey

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eHan/eRey 0 0 0 1.0
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Bensonders 1

This is my Version of the eHan/eRey right now, I never found a satisfying version to netdeck so I tested a lot and played around with different cards.

Opening hand/mulligan: You always want Holdout Blaster. Always. If you get a OTWF I would keep it, too, if its not vs heavy aggro. Jetpacks and Jedirobes are fine too. Datapads are ok, but I wouldnt mulligan for them.

VS Aggro I would keep the second chance if I get it and of course keep control cards like Electroshock, Negotiate, Deflect, Heroism.

Mulligan for Hyperspace Jump if you didn't get Starship Graveyard.

Never keep: Willpower, Mindtrick Lightsaber, DL-44 and Unpredictable.

Card explanation:

Upgrades: Datapad is there because this deck can run into some resource problems because a lot of stuff Han does costs resources. I have never played this onto Rey, it always goes onto Han and one of on the table is normally enough.

DL-44 Heavy Blaster Pistol the workhorse of the deck, one is normally enough on the table but you definitely want to draw it on turn 2 or 3.

Holdout Blaster the card that makes this deck so strong. You want one or better both on your opening hand and you always play it on Rey to get 2 free actions. This enables the strongest opening move of the game. If you go first, play holdout on Rey, roll Han and hope for a resource destruction and immediately resolve it. Your opponent wont do much on turn one and you gain a lot of tempo. Most of the time you can't replicate it on turn 2 because the opponent will claim because he can't play anything, but if you can do it again on turn 2 its basically gg. Don't be afraid to replace Holdout Blaster with Holdout Blaster on turn 2, it will give you such a huge boost and you will just get it back with the battlefield to repeat it every turn.

In some situations you don't want to replace Holdout, for example in a damage race where the second Blaster is needed. But vs Control you want to replace.

Jedi Robes normally just another way to recycle Holdout Blasters. If you can get it in your opening hand use it, but most of the time its just played for the shields.

Jetpack doesn't need an explanation. One of those will turn Han into a beast (you can play it either on Han or Rey, both works fine and if you have 2 than split them up).

Lightsaber 1 LS..just because. This is easily replaceable as soon as better cards come out. The redeploy means nothing most of the games but sometimes the game goes into a bad direction and Rey needs to be able to act on her own, so the additional meele sides help Reys bad dice. And you can play DL-44 Heavy Blaster Pistol over it for 0 cost to support Han, if you just happen to draw them late.

One With The Force one of the best cards in the game, of course its in this deck. Yesterday I had a game where I was able to play it in turn 1. The rest was history. You always want both of them on Rey. Its the consensus that if Rey survives till turn 3 that you have a high chance of winning the game. Never pay full price for them, always replace one of the 2 cost upgrades. Holdouts or Jedi Robes love to be replaced by it, but a Jetpack can do, too if you have no choice.

Second Chance One is generally enough and in most of the games I play it early just to demotivate the opponent, because most people wont attack Han anymore if you have second chance on the table. If they still do then you start recycling it.

Events: Deflect Electroshock Unpredictable Willpower are pretty clear, I guess.

Heroism sometimes you just want to interupt big damage packages and redirect one die to a character with shields. I can see this be cut as soon as SoR arrives, but for now it is very good.

Hyperspace Jump 1 if you don't get your battlefield. It rarely happens, but if it does, you should get your Battlefield back at turn 3, or else you will run into problems.

Mind Trick I like Mindtrick very much, but its a slow card and its generally not that good vs aggro/rush, so I can never justify more than one in my decks. Here it is more of a tech card vs control match-ups. Blue decks tend to be very slow at resolving their dice. They generate big pools and have a lot of different sides which they need to focus. So when they don't go All In you can Mind Trick them and destroy their round.

Negotiate I love this card. A lot of people dislike it, but its just so strong with Rey. Because of her bad dice you will always have something to remove. Its a bit stronger if you play vs Aggro so the opponent has tougher choices to make (and smaller pools to chose from).

Riposte I'm a bit torn about this card. Potentially strong, but this deck gets problems with generating shields after the end of turn 2 in most games, if you didn't use Riposte till then you wont use it with 3 shields anymore, at least in my experience (and sadly Hunker Down doesn't fit into this deck). I can see cutting it down to 1, or removing it completely for something better (looking at you Shoot First and Infamous )

Shoot First I really like this card, but sometimes it just doesn't work. This is the slot that always switches with Infamous. Infamous will slow you down heavily, but will give you so much more Ambush (and therefor shields..making you live longer and giving you fodder for Riposte). Its really a toss up. Having more control vs doing more damage.

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