|Card draw simulator|
Odds: 0% – 0% more
|Han and Rey||1||1||0||2.0|
|You Got A Lot To Learn, Kid||0||0||0||1.0|
|Han Rey - Survival / Aggro Deck||0||0||0||1.0|
|"Where's the pilot?" Han-Rey||0||0||0||1.0|
|Catch Me if Ya Can (eRey/eHan)||0||0||0||1.0|
|Ambush Aggro Edit||0||0||0||1.0|
|Awake Transform junky||0||0||0||1.0|
Most of the events are 0 cost to free up your resources to play important upgrades.
Force Throw is an amazing card helping you swing the balance in your favor against another aggro deck. Can also get rid of a key special, disrupt, or discard your opponent was hoping to use when facing control.
Look to set up combos to take out a character without your opponent having an opportunity to react.
Example of a solid start to a late game turn would be DL-44 Heavy Blaster Pistol or Holdout Blaster on Rey replacing one that she already has equipped. Follow with an Infamous augmented Scavenge grabbing the blaster you just removed. Play the blaster you retrieved back on Rey for free. You now have 3 more consecutive actions. You can activate both Rey and Han Solo and still have 1 action for an attack. Throw in Unpredictable for even more reroll before your attack. Turns like this can decimate an opponent when you have taken most of your turn before they take their first action allowing you to avoid all their dice manipulation and disruption, claim the battlefield to retrieve a blaster (if you were able to get Starship Graveyard), and go first next turn to hopefully combo off again.
Deck has been performing very well after several games facing both aggro and control but a few nice changes did become apparent quickly. Starship Graveyard performed much better then Imperial Armory and with all the +x modifiers Awakening started to feel like it should be an auto-include. Both Disarm and Shoot First add a little utility.