All in - The General Rieekan story, with Guide

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Derived from
None. Self-made deck here.
Inspiration for
General Motors 1 2 2 1.0
Brett and Jemaine 0 0 0 1.0

Tybrid 922

So I originally created this deck on the dare to make a good General Rieekan - Defensive Mastermind deck.What I ended up with was probably the most "Hero Red" deck I've ever built.

Let's dive right in!

Character choices

Poe Dameron - More Than A Pilot represents what is in my opinion one of the best Red Hero characters to date. He strikes a nice balance between support and offense, and while he lacks the game breaking power of the other version, he has better synergy with a lot more character combinations. He comes in at a respectable 11 health points, Two facings and a that plays very well with others.

General Rieekan - Defensive Mastermind has been considered by many to be the worst Red hero character out of the empire at war expansion. While I do find him to be rather niche, leveraging the strengths he does have will be key to our deck. First and foremost he has two facings, which will help power the defenses of our deck. Additionally he has two facings which will help us with blowout plays. His ability, while not super relevant, is still going to deny your opponent some of the cards that they want to play in their deck. Additionally some games just go long and end up becoming about the mill. This will give you a slight advantage in those kinds of matches.

Together our intrepid heroes total up to three facings and a not insignificant 22 base health.

Battlefield Choice

Docking Bay - Finalizer is probably the most played field for red hero since the release of the 2 player starter set. Honor Guard is why, and we're going to continue that trend here. Most matches I prefer to run my own field, which while contrary to the common wisdom of taking the 4 health swing that is the shields, brings more value to our team in most matches, and very little value to our opponents.

Card Choices

A280 Blaster Rifle - Redeploy and the defensive option of Poe Special into it's special for 3 Shields on the team.

Chance Cube - Any deck that has strong dice manipulation can get a ton of mileage out of the cube. This is exactly that kind of deck.

DH-17 Blaster Pistol - Cheap upgrade and it also happens to have a side, all of which plays into several of the more explosive plays in the deck.

Poe Dameron's Blaster - Not a whole lot needs to be said here, amazing upgrade for Poe that usually nets 3 damage a turn. Poe into Blaster is a favorite play.

Promotion - Another low cost upgrade that features the all important side, great for later upgrading into a better gun.

Astromech - Mostly here for synergy with Partnership and the Y-Wing also features another facing.

Honor Guard - One of the best removal cards in the game, and one of Destiny's first steps into true card advantage. Every time you have this on the board it's like starting the round with 6 cards in hand. Easily can be brought back with Docking Bay - Finalizer considering we have some very fast plays.

Y-Wing - Great card for Poe special chains, works well with the Astromech

All In - One of the many enablers of blowout plays, Hit and Run into All In. Partnership into All In

It's a Trap! - Admiral Ackbar - Perceptive Tactician would be proud of how well we use his iconic phrase. Great followup to either Hit and Run or Partnership, but also has the added advantage of being awesome defensive tech when you It's a Trap! shield sides and follow up with Rearguard, eating as many opponents dice as we have potential shield facings all at once. Extremely versatile in this build as , , , and are all great targets for this card.

Logistics - Guns still cost .

Hit and Run - The original speed card, still amazing.

Partnership - This is Hit and Run 2.0 for red hero, just an all around stellar card.

Rearguard - The most underrated removal card in the set IMHO, this card is just shy of being perfect in this deck. Combo potential with It's a Trap! is of course very strong, but it can often be used as a 2 for just based on average rolls.

Rebel Assault - There are a lot of problematic running around out there right now, and this card is a great way to deal with them. I do however consider this to be one of the flex slots in the deck list. If there's a place you wanted to experiment with the slots, this would be it.

Matches

Coming Soon

20 comments

RSanchez@TheChanceCube 64

Interesting list:). I look forward to reading about your matches.

Tajerik Ri 30

Ran a couple test games vs a hairy k2 deck. Pounded it so bad that my test partner didn't want to play anymore. The combo cards are great, and y wing has to be the mvp with astromech and the bajillion focus sides. Can't wait to test again!

Spartanlife74 1

I am very intrigued to hear more!

Tybrid 922

Thanks for all the love folks. I'll get another update out in the next few days.

_acid_ 8

The deck is cool. Played some matches with some success. It will never be Tier 1, though. Because pure red hero mitigation is just bad :(

Tybrid 922

I dunno, I see shields as pretty good mitigation. Dice removal isn't the best in red hero, but the mitigation isn't bad.

Tajerik Ri 30

I agree Tybrid, even against that hairy K2 running viboknife and vibroblades the shields did quite well. Mitigating the "shield breakers" turns the shields into very potent damage mitigation. Most people seem to only use one "vibro" upgrade at a time, so you only need to remove one die each round to make shields relevant again. At least for now:)

Foz 1024

Astromech seems a little bit of a reach here. Sinking two resources for basically some focus sides and to enable Partnership seems like poor value. I agree that Partnership probably can't be run reliably without some 2nd Support, but I doubt Astromech is the right choice. I'd try one of the 1-costs, likely Medical Droid which has and to use with Trap and provides a bunch of options this deck probably wants. It doesn't wow me, but I think it's an adequate cheap option to enable Partnership.

A different approach might be to cut Astromech and Partnership so you just don't have to worry about playing another bad-ish support. In that case I would probably pull in Wingman for consistent action economy. Doing this leaves an extra slot open, possibly for Overkill which I expect is a far better value for 2 than Astromech.

I do realize you lose the Astromech action to turn Y-Wing if you do this... but can this deck really have trouble focusing the Y-Wing die given basically 8 starting focus sides? I doubt it's a problem.

Tybrid 922

@FozYou pegged all the reasons Astromech is there, except for redundancy, however I think you undervalue those reasons. Partnership is an AMAZING play in the midgame especially on the turns where you aren't going to have time to activate Rieekan first.

zmanfarlee 19

Dude I am making this deck. It looks super aggro. I think it could make tier 1. The best damage mitigation is killing a character, this deck can do that in spades. It looks like almost guaranteed 12-14 damage by turn two. If both characters make it to turn 3 I don't see this losing often.

RSanchez@TheChanceCube 64

@Tybrid Thanks for the guide as well as your input. I'll build this deck tonight and play test.

Any changes since the original list?

Tybrid 922

@RSanchez@TheChanceCube an argument can be made for running Confidence instead of Rebel Assault to deal with Vibroknife. That being said, I've moved on from this, in search of the next "Funkar" ie: Surprise Tier 1 deck.

roryoconnor 1

Thanks for sharing this @Tybrid. I was looking for a deck where I could play eRiekan (I don't have two dice for any other EaW character yet. :( I'll test this tomorrow at our local group, and let you know how it goes.

Lerysh 127

Needs a C-3PO. That card is too good not to run in hero red. Especially with Y-Wings.

Tybrid 922

@roryoconnorHow'd it go?

roryoconnor 1

@Tybrid I think I need more practise. To begin, I had to sub an A280 Rifle Blaster and a Promotion as I only have one of each.

I played three games against an EmoKids deck. First game, I played aggressively and took out BabyDarth, just before Poe was killed. I wasn’t able to catch up. Second game I tried to put a focus on Shields, but a combination of Vibroknife, dice mitigation on my U-Wing and heavy ranged damage meant I failed to get the upper hand.

We had to end the 3rd game early, but I was on a losing streak.

I’m really trying to get my head around it after playing eVader/Guard pretty much exclusively for the past few months.

In each game, I mulliganed for Honour Guard, but I never got to trigger Rieekan’s ability. In general, I would roll Poe out first in the hope of placing a shield before Rieekan. I’m beginning to think I should forget about triggering his ability until later in the game.

I did have a God-hand in my third game, with a U-Wing and Astromech in play, I played Rearguard and Partnership which was a joy to behold!

Any more tips on key plays would be grateful.

ARI5TEIA 1

C-3PO is way too good to not have in this deck. I would sub it for Astromech’s. It’s ability plus Y-Wing is perfect. Also my favorite move is to resolve a 2 shield or a two focus as damage and finish off a character. It can also turn things into money. It will also hit specials. AND IT ONLY COSTS 1! It’s just too good not to include. (He’s my favorite card in red hero If you can’t tell...)

Foz 1024

I've played this a bit myself now, and I definitely think Astromech can be something better. The deck already has piles of focus and shields, and turning Y-Wing can usually be performed by any number of other dice at any point. As several have now mentioned, C-3PO seems like the obvious replacement. One main issue is when Poe dies, Rieekan has no reliable way to generate damage. 3PO can fix that by resolving any of his symbols as damage, and can also let Y-Wing use special no matter what it rolls.

I have liked Partnership far more than I thought I would. It combines with other cards to do some very funny tricks. I will say this deck is very reliant on shields, and Vibroknife feels like a HUGE problem. Facing Vibroknife is made worse by most such decks being straight melee damage, which also lowers the value of It's a Trap!. I had difficulty getting much value out of It's a Trap! against such decks since it couldn't be used for since they had none, and couldn't be used for either since I was sitting full and mostly unable to get them to work. That left which was okay, but not great since Poe's special makes shields, and Rieekan has no .

The main takeaway from that experience is that we need better ways to take out the Vibroknife die since we rely so much on shields. Rebel Assault sorta failed me in that regard since it relies on the few ranged sides we have. That seems fine, until Poe is dead and then can be in quite short supply, especially since it's the first thing your opponent probably targets for removal. I think Confidence is a much better choice because it doesn't rely on our rolls (or having dice out even), and clears Vibroknife much more consistently.

I also want to find room for Wingman here. There were a number of times when I could have done something crazy if only I also had a way to roll the other character in without wasting an action. Partnership and Hit & Run are great for one character, but their synergy with Wingman shouldn't be overlooked. Partnership->Wingman lets you pay 1 to roll both characters and a support and still have the action you need for Trap or All-In. Just not sure where to make the cuts to fit it in.

Pineapples 23

I just ran this tonight, went 2 - 1 because my guns didn't show up. But I completely forget that resolving specials would let me use Poes special to turn to another special and resolve! I will be playing this again soon... loved it!

Tajerik Ri 30

After the Errata, I have replaced Promotion and "It's a trap!" with 2 T-47 Speeders (snowspeeders) and 2 Pinned down. It seemed to make a huge difference in damage output and removal. I often found that Reeikan really needs base ranged damage to work his magic, and usually you want your Y-wings on the specials. But even with the changes, the major stars of the deck are still chance cube and All In.