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|None. Self-made deck here.|
|The Wookie and the Maiden Faire - Starfighters Italia||0||0||0||1.0|
So this is my deck I have pretty much been playing since SoR dropped. Took it to 2 SoR small events and won them both. I've always been a big fan of lots of single situational cards.
Rey: pretty much there for melee damage, resorces, and her ability. This deck takes advantage of that great +2melee damage side. With chewbaccas melee side, vibroknifes, light bow and so forth I can use it pretty much everytime I roll the side. But at last a lot of you know that rey likes to have unusable die nearly every round. So caution, guard, loth-cat and mouse all can use this die to great effect.
Chewbacca: Everyone loves the wookie. 2 ranged sides, 1 melee side, resource, and a very interested and extremely powerful ability. First off the obvious use it turning someones die to a big damage side then killing them before they can use it or just dropping a ton of damage on someone. EZ. Lets look at the combos and advance ideas.
Force throw: Everyone sees this coming and if they can't stop it it could spell game over. I won my final table game vs palp by turning one of his dice to 3 ranged, doing 3 damage to palp, then force throwing the die for another 3 damage. A total of a 11 damage swing in my favor! Now lets look at the lesser known combos.
Jump Pack: Not only does the jump pack just have good high number sides but the special works great with Chewy. Turn a melee characters die to a large melee damage side, hit them with it, then remove the die and add a shield to chewbacca.. Easy as pie. Also who doesn't like 2 shields, or +2-3 ranged damage.
High Ground, Deflect, Reversal, Makashi Training: If you can get a couple actions, which is where rey comes in, you can turn a dice to a juice ranged/melee side with chewy's special, hit them with it, then toss it back in their face.
Last little bit on Chewy's special, the one thing i didn't think about until i hit control match ups in the events. A lot of these control characters, Krennik, Snappy, Maz, and so forth all have that silly 1-2 range/melee damage side. Most of these decks could care less if they ever resolve this side and just re-roll them. Turn a 2 disrupt on snap to 1 damage is so amazing the 1 damage on top of it is just icing...
Oddball cards Ascension Gun: If I do not get my battlefield i will try to play this card on chewie. Against aggro decks getting an extra second chance or 2 can be game breaking. Also it allows me to cycle vibro/holdout...
Improvisation: I actually found this most useful vs mill. They want to punish your bad dice by killing your hand asap. But if you can get this out fast you can use your own dice to re roll and keep the damage going! Plus I find it just overall useful from time to time.
Loth-Cat: while not as good as its villain counterpart it still has its shining moments. With rey you will have plenty of times where you'll be staring at mix matched die and just don't care which one you lose.
Changes and ideas: I will be adding a force speed. Not 2, just 1 because it is one of those cards I never was happy to see 2 off at once. Honestly rey with vibroknife/holdout is more then enough actions most of the time. I find this deck likes to take its time. I am also going to add another Maz's Goggles because that card is surprisingly good (Probably take out 1 OWTF). Every time I saw it I played it and profited immediately! I am also going to try a more blue upgrade heavy version with 2x destiny. So +1 Makashi training, +1 Lightbow.. We will see how this does.
Also going to look into less spot a character events. I'm finding once one of my characters die I have a few dead cards.. Overconfidence will probably be the first to go.