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This is my take on the Jedi Academy and Training Day decks floating around online. I win a majority of games played with this deck, but it is definitely not perfect. I just recently went 4-0 in a 21 person OP kit tournament with this deck.
I originally started this deck when the game released. First it was Rey, Padawan, Padawan. Then I moved to Qui-Gon, Rey, Padawan and now I've finally settled on eQui-Gon, eRey. The reason for this is flexibility and forcing your opponent to make tough choices.
OVERALL GOAL: Let your opponent choose which character they are going to focus on first. If they choose Rey to hit first then you'll be leveraging shields and Qui-Gons ability along with melee damage. If they focus fire on Qui-Gon first then you'll want to just slow that down with shields (don't use Qui-Gon's ability) and load up Rey and dish out the punishment.
INITIATIVE: You are looking to go second ALWAYS. Having elite versions of these characters gives you a solid chance at winning initiative roll. Evaluate your opponents characters and battlefield, but in most cases you will choose to go second. Put two shields on Qui-Gon. This gives him 13 effective health. Which is a lot to chew through, especially considering you'll get more shields throughout the game. So if you're opponent wants to go after him first, great. It will be a grind in most cases. If he doesn't, that's great too because now you will have tons of room to do shield damage and load up upgrades with Qui-Gon.
MULLIGAN: Cards to look for on your mulligan are - Jedi Robes, It Binds All Things, Force Training, Rey's Staff. Events like Deflect, Defensive Stance, and Take Cover are okay to keep if you're facing a ranged deck (Hi Jango Veers), but otherwise you want just those upgrades.
1ST ROUND PLAYS: If you have It Binds All Things you're looking to play that and then drop into a blue upgrade as a result. Usually you'll want to put that upgrade on Rey. This gives her more dice, a bonus action, and it entices your opponent to go after Rey first.
Another great play is Jedi Robes to give two shields to Qui-Gon. If you went second then he already has two shields which means you're doing 1 damage and he'll have three shields. This is great spot to be in. If you have two Jedi Robes in that opening hand don't be afraid to replace your first Jedi Robes with a second one. It's free, and will generate two more shields, and you can get a free damage off of it.
MID/LATE PLAYS: In the middle of the game you'll be aiming to have Lightsabers and maybe Rey's Staff or Force Training on Rey. You want her loaded up so that she is dangerous and is a priority target, but you're not losing too much when she is killed off. This also helps you set up One with The Force. When you feel Rey is going to be killed soon, swap out an upgrade for a One with The Force. Use it as soon as you can and resolve the die as soon as you can because when Rey dies that card will come back into play READY for use again as a support. If you can get two of them on her, even better.
As for Qui-Gon in the mid/late game you'll just want to proceed with the upgrade ramp on him. Move up to Force Throw or Luke Skywalker's Lightsaber etc. all while pestering your opponent with "shield damage" and melee damage. Don't be afraid to play One with The Force on Qui-Gon late as well if Rey is already gone.
BLOWOUT CARDS/PLAYS: This deck has a lot of potential for plays that come out of nowhere. I'll list a couple of the more popular ones.
Willpower is great for when you need "just one more damage" and it absolutely comes out of nowhere. It's more like a two health swing as well since it moves 1 damage from you character to an opponent's character.
If you have one or both of your One with The Force out in play and roll the 2 focus or 3 focus sides then you can play All In. This is absolutely devastating to an opponent as they are usually planning your moves 2-3 turns ahead and then you come and do everything in one go. You can use the focus on the One with The Force to turn everything to damage, shields, or specials to unleash a serious beating on your opponent.
TIPS: You're always looking for damage or shields when you roll. Occasionally resources depending on your current situation (perhaps you have a lot of upgrades in hand).
Don't be afraid to use the damage as soon as you get it! It's always better to get sure damage in there before the opponent can mitigate your dice or put up shields. It creates psychological pressure too when you are seemingly being relentless by hitting your opponents characters over and over with damage in the same round.
If going against eJango eVeers go very fast. It's okay if Jango uses his ability early because he has little to no upgrades. Just keep picking away at him over and over.
Priority targets will depend on the deck, but against anything with 2 characters I will go after whichever one has two dice (ie eKylo Vader go after Kylo). If the dice are equal, just try to decide who is going to hurt you early on in the game and go after that character.