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It’s Not Wise To Upset Wookiees

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Do you love Destiny but hate RNG? Looking for a combo deck that will make your opponent feel helpless? Like confusing your opponent for three turns then winning the game? Maybe you just like showing off your Wookiee impressions to a captive audience. In any case, I have the deck for you.

Planetary Uprising has been a favorite card of mine for a long time now, and near the end of the SoR meta I built a pet deck which seeked to exploit it’s guaranteed damage. It got a few upgrades with Empire at War, and I’m pretty excited to try it out considering how it looks like the two decks it was weakest to are losing popularity while the decks it is strongest against are gaining popularity. For those of you who want the bottom line up front, here it is.



Why Make a Deck Centered Around Wookiees?


In a nutshell, it is probably the most exploitative deck in the game.

1.) It abuses the single game tournament format.
2.) Turns the shockingly low deck size into game-winning conditions.
3.) Takes advantage of the generous mulligan rule.
4.) Utilizes Second Chance recursion.
5.) Threatens guaranteed Poe specials.
6.) Has one of the highest HP pools in the game.
7.) Sets up no-win scenarios for your opponent.
8.) Forces your opponent to take certain actions.

Let’s take a look at the two game-winning suites of cards that are in play here, and how they interact with eachother.



The Wookiee Suite



One Planetary Uprising is an annoyance, two Planetary Uprisings is one of the most oppressive things in the game. With two of the Wookiee squads out, you will be representing EIGHT damage at any given point in time. Under the best circumstances, this will set up a total failure state for your opponent if they are in a position where they both cannot kill you and cannot heal or add enough shields to survive a claim-claim action from you. Even before you reach a winning position just one set of Wookiees on the field strongly incentivizes early claiming by your opponent, acting as a non-zero (though ultimately immeasurable) amount of mitigation. Meanwhile you will more than likely be productive with all the extra actions you can now take and set up future turns to be even more punishing.

Scavenge, Award Ceremony, Don’t Get Cocky, and Tactical Aptitude all help you get your Wookiees. DGC is definately the most risky of the bunch, and shouldn’t generally be used until your opponent has claimed. Tactical Aptitude is much stronger than it appears. Not only does it help you get your Wookiees early, but once you are in a decent position it cycles your now uneeded cards to the bottom of your deck in favor of setting up the Thermal combo or getting the right mitigation at the right time.

Appraise is a new card, and may not actually be worth the slot it takes up, but being able to get Planetary Uprising out on the field with both a one resource and one action discount certainly seems strong, and doesn’t leave you vulnerable to discard or disrupt in the meantime. If no better options present themselves it can always be used for C-3P0, Honor Guard, or as Tactical Aptitude fodder. It certainly CAN do great things, as with our character dice alone, you have a ~63% chance to naturally roll a resource thanks to the Hired Gun’s double money sides.

An aggressive mulligan will let you start the game with at least one copy of Wookiees ~56% of the time, with all the card draw it is easy to get both copies by turn three and set up the other suite at the same time. Most opponents simply won’t understand what you are doing for the first half of the game, and by the time they figure it out you’ll almost have it in the bag. Since best-of-three is unheard of in the vast majority of weekly Destiny tournaments a surprise factor can go the distance.



The Thermal Detonator Suite



I don’t think anyone needs an explanation as to why Thermal and Poe go together so well. If you have C-3P0 in play you can get a guaranteed Thermal resolution by either rolling the droid out then following up with a H&R, or even better by just playing Partnership and paying one resource for the same effect but denying your opponent the chance to control your C-3P0 die.

In the absence of pressing circumstances, it is almost always a good idea to open your turn by rolling the droid in. This will threaten the thermal even if you don’t actually have the combo pieces together at the time and give you a hint that they don’t have that type of removal, or cost them resources or cards without losing tempo. Forcing actions that your opponent would otherwise not like to do is an important part of what makes this deck tick.

All your card draw/filter helps put this together, and while you generally need one thermal to win the game getting two off will almost always put it in the bag for you. With partnership being interchangeable with H&R, there is nothing stopping you from getting a bit of Tempo when needed so there is no reason to keep H&R in hand waiting for the right moment.

In an absolute worse case scenario you can scrounge up enough money to play Thermal out fairly, then use C-3P0 to force it through. While I have won games doing that, it is never ideal.



How to Survive



Mitigate damage and heal as much as you can in your first few turns so long as you aren’t giving up opportunities to play Planetary Uprising or perform your Thermal combo. It will get the cards out of your hand for value and allow you to draw into your game-winning stuff. A low total amount of mitigation is made up for by nearly always being able to use the right tool for the situation at hand through our massive card draw.

As a secondary function, your three characters can naturally put out more damage than two Wookiee squads so long as you have money (hence the single Logistics) and any two characters can do more than one squad. If you can slow play your early turns through mitigation and combo setup, you can force your opponent to repeatedly pass back to you or risk getting blown out. In these situations make sure to roll Poe last, and resolve your HG dice one at a time. When repeat passing is going on you aren’t actually losing any tempo, and you can always just claim the BF out from under your opponent if your remaining actions aren’t likely to do more damage than your Wookiees.

Late game, you’re unlikely to roll out any characters at all. Much better to heal or play out Second Chance or Honor Guard, mitigate your opponents best dice, then claim. This part of the game takes some practice and skill to navigate, but the magic number to look for is eight. Eight HP remaining on your opponents chars puts them in a horrific spot, and puts you in complete control of the game.

Most of the time you’re hoping to be on your opponents battlefield because the four HP swing early game is a huge leg up for you, but if you happen to be on your own, Honor Guard shines through as a huge help.

Rend takes care of two of the decks largest weaknesses by being able to get rid of Force Speed and Salvage Stand, preventing claiming out from under you and keeping your resources secure. Nabbing a Holocron before it turns into an issue is always a great outlet as well. Friends in Low Places is our other silver bullet, mainly to grab a Force Strike, Boundless Ambitions, or even a Vader-enabling card like Leadership or Price of Failure.



Other Options to Toy With



Loth Cat and Mouse requires us to give up a precious die, and be ahead on tempo when we need it, meaning it is only effective late game. So unless very slow decks with very few scary dice of their own see more play it will probably sit in the binder.

Dug In is the one I’m most likely going to put back in if my hunch about Vibroknives going out of style ends up being true. I think it will take the meta at least a little bit of time before realizing that Ancient Lightsaber and Shoto/Crossguard (faction depending) crowd Vibroknife out in most cases except for Rey decks, so until then we will make do.

Electroshock just doesn’t do enough for us in a deck this crowded, and Field Medic fulfills the same function by mitigating two. While Electroshock can snag a Palp die, a Special, or break modified sides, it can’t do anything against action chaining and cannot be pre or post loaded. The flexibility and reliability of Field Medic currently leads me to favor it, but I could just be flat-out wrong.

Aftermath and Chance Cube offer up possible alternatives to Appraise and Logistics to feed our resource needs. Aftermath is probably the better of the two, but generally speaking all of our opponents Characters will die at the same time rather than one by one which greatly reduces its utility even though we run three chars of our own. Chance Cube is certainly interesting, but with no focus sides, the gamble just isn’t worth it. And of course opposing Rends can destroy both of these cards and make us sad.

I’m most interested in playing around with The Day Is Ours. When used correctly, it is essentially paying two resources for eight damage. There is no better deal than that. The issue I anticipate is that the opponent is only likely to put us in that ideal situation after a blowout removal like Defensive Position, or an emergency Second Chance. Everything has to be going our way, with at least three resources available to us in a single turn late game with both Wookiees out and our opponent has to be within lethal range. That is a high bar to get over. It may still be worth running one of these though just to have the option if the opportunity presents itself, and I might be underestimating the value of two damage plus enabling Defensive Position.



Anticipated Matchups (Largely Speculation)


Poe/Maz: If the dynamic duo continue to see wide play, it will be a rough world for the Wookiees. In the context of this matchup they do the same thing we do, but faster. While that deck is vulnerable to character dice removal and spikes of damage removing a key component of their reliability, we aren’t. Unfortunately, we lack any decent tools to meaningfully interact on that level. I would imagine that the popularity of Poe/Maz will continue to diminish though, which will help.

Thrawn/Unkar: Auto-loss nearly 100% of the time. Sorry. With perfect game information and multiple ways to continually disrupt your hand, resources, and what little dice you have there is nearly no way to win this matchup. The same statement will likely apply to any other mill deck as well, though you can sneak a win here or there against the others. We don’t need to keep all of our cards to win, but we do need most of them.

Hero Blue: They have a lot of shields which helps them, but they generally have to lose tempo and/or decrease their own damage output to get them. Generally speaking, their reliance on a few high-value dice falls right into our removal suite capabilities and modified sides can make it more difficult to bust through your Second Chance than otherwise. With Rend to take care of Force Speed and many of their removal and damage out of hand options being irrelevant I would give us the edge here.

Hero Vehicle: 30HP is a lot to chew through even if a U-Wing or Falcon is being repeatedly used. Maz will give them a leg up early, but with almost no way to stop thermal combos which will hit for nine their HP pool is not nearly as large as it looks on paper. Any turn they attempt to make big plays puts them so far behind even us on tempo, you can almost always count on getting your Wookiee damage.

Villain Blue: While they will be able to force more damage through with their outstanding events, the (mostly) irrelevant nature of their removal and lack of shields plays to our advantage. EmoKids in particular is an easy matchup, and while the Magnaguard may give Vader hope I think we still hold the advantage with Defensive Position. Even Rise Again is completely beatable, in SoR I lost to Palpatines discard sides more often than I lost to his damage and even then I still won the majority of those games. Rend again does amazing work.

Sabine/Whoever: Their own Thermal recursion can be painful if it gets online, but they lack our card draw and require just as much set-up time and money to get it going. With her partner unlikely to be able to close out the game on his/her own, using the HGs to threaten damage will work wonders. If they pay for removal they delay their set-up, and if they don’t remove dice then they are looking at more available damage on board in the early turns then they can keep up with without luck. Rend will remove Fast Hands which will help, but probably not be as impactful as in other matchups. This match is likely an even money bet.

Villain Ranged (three/four chars): A large amount of low-impact dice hurts our removal and their own removal can combat the thermal combo until we draw Partnership but they lack speed and get hit for massive amounts of thermal damage. With how reliant they are on continuous rerolls or fixing their dice through other actions, we have as good of a matchup as we can hope for.

FN decks: A surprisingly good matchup as long as you know when to utilize Friends in Low Places. If you can snag one of their boundless ambitions their ability to wipe the floor with you on a massive turn is greatly diminished, and it will be pretty easy to snipe one of the low HP chars with an HG in the 3-char variants. In two char variants which looks likely to include the new Kylo, our removal keeps everything together just long enough to make them make a choice on who to kill from Wookiee damage.



In Conclusion


It’s not Tier 1 and it has a couple of horrible matchups. But for all of that, it is extremely fun and can brutally tear apart unoptimized decks or unwary opponents. It is also incredibly strange to see among all the decks out there running around and rewards skilled players with a taste for bluffing, mind games, and wise claiming decisions.

Should the rumors of a Poe nerf become reality, this deck is pretty likely to be dead on arrival but I think it would be a shame if a deck this unique would disappear due to an over-reaction to the “Poe/Maz problem”. Doubly so since Poe/Maz seems to have largely taken a back-seat to FN in the meta, a trend which is likely to continue through EaW with all the new deck possibilities.

Get out there, have fun, and as always keep an eye on the Artificery events page for upcoming tournaments and leagues. Alternatively, come trash talk this pile of mismatched cards on the Artificery Discord! 


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Kylos, Phasmas and Poes, oh my! Two-Player Game Review

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Thirty-seven new cards and four re-imagined characters have hit the streets very close to Empire at War’s release date. The question is, are they worth it?

If you look at it under a certain light, this just makes EaW an oversized set assuming none of the new cards are…. Reprints? Or would the EaW printing be a reprint? Who knows. All I know is that many of these cards are good enough for competitive play, and the new deck possibilities will tide us all over for a couple of weeks. Let’s jump in.

Author Note: My scanner decided not to work this evening so many of the card images are not the highest quality. As properly scanned images become available, they will be replaced.

Flagship Cards: The Reason You Should Buy This Set



Hey there Kylo! Three damage sides, plus a direct damage ability that also gives hand information? Sign me up. He comes in at the same elite cost as Anakin, but has one additional HP, no pesky ranged side to get deflected, and most importantly has a resource side. This does of course come at the price of raw rolled damage.

His ability will be very rewarding to players who do their meta homework, assuming that rainbow lists don’t continue to dominate the top tables.

I’ll go out on a pretty sturdy limb and say that this guy is better in general than Anakin, although there is (currently) no competitively viable mono-blue deck you can put him in. Pairing him with eFN is definitely worth exploring however, and a Kylo rolling out with a Riot Baton is a Kylo who is going to get some work done.


Wow. If FN wasn’t already pushing the boundaries of what you can get out of 13 points, Phasma surely is. If you only want one die, you still get more HP than you put in with points. With one less HP than before, and no guardian to back her up she is much more vulnerable now but with action cheats everywhere it might not be a major loss.

Her focus sides carry over from the previous iteration, but the oftentimes awkward discard side has been traded up for a very thematic executioner style special. No randomness or hard to meet conditions on the special either, just cold-blooded and efficient brutality, just what I like to see dressed in Imperial Red.

Possible decks are almost endless in variation, but ePhasma/Bala seems like a great starting place, and allows enough points for a Nightsister, Enforcer, or Stormtrooper with room to spare. And if that doesn’t suit your fancy, nine points is a perfect fit for our good friend Darth Vader.


The only direct comparison we have for Droid Commandos is Slave 1, which has a higher top end. What the Commandos give decks that would run Slave 1 is immunity from Rocket Launchers and whatever other vehicle disruption will be available, an oppressive discard side, and a wholly adequate way to put out some damage on 3/4 char lists.

That being said there is no resource side to Bait and Switch from, and these Droids gain no benefit from your own vehicle affecting cards or effects.

My gut tells me that this will see play in dedicated support lists so long as three and four character decklists remain popular, but will get replaced by Slave 1 in a heartbeat should the meta shift.


I promised myself I would keep the #HelpOurHeroes talk to a minimum this article, but Phasma’s Blaster is making it really really difficult. Poor A180 is all I’m going to say.

This card completely obsoletes the IQA-11 in Villain though. Villain ranged decks will be packing two of these for the foreseeable future for sure, and  FN players around the world are foaming at the mouth to get this card in a sleeve.

With single serving Redeploy if you bring the gun’s namesake along for the ride and an always suspect resource side, this gun is absolutely bonkers.


Paetorian Guard is interesting for sure, and gives a weird look at what Mikashi Training in villain red can do.

Considering that it is an ability, FN decks are disinterested in it almost entirely. It does upgrade nicely into a Riot Baton however, meaning that should a cheap melee partner for General Grievous ever become available this card could gain some traction.

Until then, this one is sitting in the binder… Except for the decklist at the end of the article.



It’s a very weird spot to be in when you’re the same cost as a vibroknife, fulfill the same “I hate shields” function of a vibroknife, but are not clearly better or worse than vibroknife. That’s the signature of some very elegant card design, and this has me quite excited to experiment.

Obviously in Kylo Ren decks, getting “free” damage out of hand will be the tipping point in making the call to include this alongside or even in replacement of the neutral gray format staple, but that isn’t the only thing worth considering.

No Mercy loves having this in hand, but Armor Plating and Force Illusion are still online when this is played. And from another perspective the more consistent damage sides are difficult to weigh against the often-used control functions of Mikashi Training.


This may be a holdover feeling from my MTG days, but this feels like a misprint to me. Direct die manipulation seems to be something much more fitting in Blue, especially when there is no weighted condition behind it like battlefield control or color conditions by spotting chars or specific dice. Recon, pictured below looks much more fitting overall but isn’t quite as playable

That being said, it can force damage through on otherwise unreliable ranged dice or even function as a slower third and fourth copy of Force Strike so it will probably see some limited play even if Imperial Discipline is likely to be more valuable overall.

At some point, someone somewhere is going to flip a table after a hero player plays Swiftness into I Have You Now, into It’s a Trap. It isn’t a very reliable combo, but it will sure as hell be unexpected.


Welp. This is what fifteen points in Hero will get you, even when you can’t be played with Awakenings Rey or abused with elite Maz “Focus to Special” Kanata. With no good partner to pair with her at one or two dice, I don’t expect to see much play out of her.

Ok, maybe that’s a bit too unfair. Her die is clearly better now than before, and that ability is worth considering building a deck around. The extra health is a good cherry on top, and if you need action cheating force speed is still widely available.

I would love to see a death by a thousand cuts type of deck where Willpower, an upcoming upgrade, cheap and easy shields, Synchronicity, and the new version of Rey all combine to just bleed your opponent to death. eQGJ is the obvious (though impossible) pairing for that, but maybe eKanan can get the job done.


I’m trying to find something great about new Poe, I really am.

What I do like is the introduction of a mixed die side. Shield and Focus on one die resolution is cool to have, especially when you look for a limitation of modifying your opponents dice and find that it doesn’t exist.

At his point costs, the only remotely viable use I can think of with him at the moment is putting him together with two Rookie Pilots. With wingman to maintain BF control for Dug in and Defensive Position usage and some hard hitting It’s a Trap plays, the deck could win some games. Sadly the combo is too unreliable to be taken seriously.


I really like the theme of giving iconic characters an upgrade specific to them. Very flavorful overall.

Poe’s blaster fits in the same slot as Overkill currently. Even if it can be disarmed, it doesn’t get auto-removed with doubt.

The continued lack of Hero red redeploy hurts it but it isn’t a bad weapon by any measure, merely mediocre most of the time moving into slightly above average range when played on Poe himself.



YES. This card times two, every blue melee deck from now until the end of time.

Strictly better than Lightsaber, 99% of the time better than Luke’s Lightsaber, two GOOD base sides, a shield side to enable Synchronicity, “free” defenses for anyone, and the equivalent of turn 1 Jedi Robes at any time for Rey herself. And if you’re rich, another die that can My Ally for six damage.

It may not be quite as good as Riot Baton in a vacuum, but the synergy between this and everything else Hero does in blue is unmistakable.


No redeploy, special only works on a Char under fire, max of one damage per turn, and it costs 2? Bad right?

Pretty dang good in fact. Those two shields and repeatable willpower effect go a long long way to discourage your opponent from trying to kill the Char you play it out on, or if they remain resolute in their targeting it at least makes it pretty difficult. As long as the timing is correct when playing it out, it punishes your opponent no matter what course of action they take.

The subtle effect giving your opponent an incentive to resolve shields they otherwise would have re-rolled is not to be overlooked either.


Hero red needed removal.

Hero red now has removal. This is an automatic two-of in every hero red deck, and could make taking Docking Bay as your BF worthwhile entirely on it’s own. With Planetary Uprising and Honor Guard sitting on the table and Docking Bay as the BF, almost nothing your opponent does is going to feel great for them. Color me excited.

With the only condition that Honor Guard needs to be on the table before your action this is certainly one of the top cards in the starter box, and is tied with Isolation as the most powerful removal effect in the entire game.


To be completely honest with you, I have no idea exactly how good this card is. It is entirely impossible to get a sense for it without actually using it in the field.

I will say that it punishes your opponent equally for their very good, and very bad rolls. The hard part is the in between situations where there is one blank and one good die, when your opponent will of course make the choice that is good for them.

Of course removing even a blank Vader die is extremely useful, and while this backfires much less often than Overconfidence does, it also has an upper limit on how effective it can be. I’m certainly going to play with the card until it proves that it doesn’t deserve a spot in my decks.


The more powerful and flavorful of the two new battlefields, I can see very little reason to bring Echo Base out of storage.

Assuming that blue decks continue to include two vibroknives in their lists, it is also one of very few battlefields that when brought to the table can almost never be incredibly effective when used against you.

Battlefield balance is tricky to achieve, and this slots in as an effective tool just looking for the right deck to be used in.



Conditionally Interesting Stuff



In a format that is skewing more melee Clash can do some seriously decent work for you.

While it isn’t quite as versitale as I Have You Now, this functions as the Hero stand in for Force Strike, with upside if sticks are showing on the table across from you.

I won’t go so far as to say this will be a staple in melee decks and it depends heavily on your local meta, but this is just one more way to demonstrate why blue is the undisputed king of control cards


Hunker down in blue with it’s own pros and cons.

It slows down decks which typically try to maintain a tempo advantage, but gives them repeatable sustain that’s lacking in the mono-blue decks.

It hurts your draw potential, but doesn’t go away with melee damage and can be whisked away with Maz’s Castle.

Jury is still out on the card, but the foreman just told me that if Take Cover doesn’t get played now, Luke’s Protection doesn’t mean much.


Weird art, weird effect, weird card.

This enterprising Ewok occupies a small space in between Unpredictable, Scramble, and Disturbance in the Force.

I wouldn’t be necessarily surprised if it saw play because it is a cool panic button. That being said, with how many powerful specials are widely played and the fact that this can actually make things worse for you, I don’t think it ever makes the cut in any but the most questionable deck.


The first completely unconditional die removal card, and it is villain grey.

I’m having trouble picturing a villain deck where this is a better option than what is currently available as removal.

Even in mono-red decks where this seems to fit best, Cannon Fodder and The Best Defense are widely used alongside Flank. Perhaps if there is a two-character mono-red deck to be found this will be included but if not then it will probably collect dust.




Taking Up Space in Your Binder: “Meh” Options, Baddies, and Reprints





Every CCG needs “bad” cards and Destiny is no exception. They give us a baseline for effect costs, a challenge for enterprising deckbuilders, and a way to introduce certain concepts in a starter deck.

Some of the new cards pictured here may be decent in the future, but I’m not willing to bet on any of them in particular.

There was definitely a missed opportunity in naming Do Or Do Not, it should have been “Self-Doubt”


Bonus Section! Two Decklists to Take for a Spin


They probably aren’t Tier 1, but they both give a new experience for the seasoned Destiny player. Give them a try, come talk about the new starters on the Artificery Discord server, and check out our upcoming events!


Phasma is Vader’s bodyguard here. If she does some damage that’s great, but using The Best Defense to wipe your opponents turn only to be followed up with a Leadership play will be brutal. Getting Praetorian Guard on her early leading into a Riot Baton just before death gives Vader a major damage boost while allowing you the space to stockpile resources for Rise Again. Maz’s Castle helps dig for anything you need.
Although the character point limitations (#HelpOurHeroes) preclude us from playing four dice, the amount of defensive capability is nearly unmatched. Normally that would be a non-starter but with eight ways to negate vibroknife those shields get put to good use while utilizing synchronicity and riposte along the way. Making judicious use of all your pinging, you need less raw power to secure a win. Obi-Wan’s Hut  will help keep QGJ alive and Rey’s ability online, but most of the time you probably want to take your opponents battlefield.


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An SoR Post-Mortem

Or: Five Rules to Follow to Make a Winning Deck

With pretty much all the Store Championships done and only one major tournament left in the season, we look ahead to the possibilities Empire at War is bringing. The purpose of this article is to take a retrospective look at the SoR meta and establish a baseline for effectiveness moving forward. While the deck options will expand drastically with each new set, it is all for nought they can’t outperform what is currently available. What our deep dive into the SoR will do is show why the top decks are the top decks.

Much of this is intuitively obvious. Why does Poe/Maz win? It deals a ton of damage! Well even now Jango/Veers does a ton of damage, but one is objectively better than the other. It is easy for me to Monday morning quarterback these rules after the fact but it is important to SPECIFICALLY QUANTIFY the difference in deck power levels in a way that can guide decision making. While some of the top decks did break one of these rules none of them broke more than one, and compensated heavily for the rule they did break.

A few things up front.

Pilot experience and practice goes a hell of a long way to compensate for any shortcomings in a deck. Case in point, both the AWK and SoR Phasma decks are and were considered the bottom end of Tier 1 at best, and most commonly placed into the very upper end of Tier 2. Yet Nick “Tacster” Obee took Runner-Up at worlds and Top 4ed GenCon because he has at the time of this writing over SIX MONTHS experience with that one specific deck.

Mill decks are their own animal entirely, and will vary wildly from this baseline in almost all respects.

Specific card evaluation is taken under the most common use cases. Although I am positive someone somewhere has pulled off the sickest Emergency Evacuation or Diplomatic Immunity plays they simply don’t happen often enough to warrant discussion in a broad overview.

No-one knows your meta better than you, proceed with caution and a grain of salt.


Rule #1: Be able to reliably threaten at least 4 damage on average starting turn one.

Here we have an “at-least” output generated from the extremely powerful and useful for the overall best decks over the entirety of the SoR meta. While there are multiple versions of three char FN decks, I’m lumping them all together because the numbers don’t vary to a significant degree.

The # column defines the total amount of damage that can be shown, while the percentage next to it shows the probability of you rolling at least that much damage.


1.) Kylo special hits for 1
2.) Maz focus will modify a Poe die to show what it rolled previously but add 2 (even a blank can turn into at least two damage) while Poe special hits for four.
3.) FN/Nightsister/eBala will roll one two-cost upgrade two times.

This shows the same output but for a handful of the most popular T2 decks for the same timeframe.


1.) Force Strike will be used on a Vader die not showing damage 50% of the time, which is the rough percentage of starting the game with Force Strike if it is aggressively mulled for.
2.) Snap dice will be resolved if showing damage.
3.) Bait and Switch will be used in Phasma/Enforcer/Trooper when a resource is showing 50% of the time, again assuming an aggressive mulligan.
4.) FN/Vader and FN/Jango both include a two-cost upgrade rolled two times.

The difference is (Force) Striking.

The T1 decks all have a better than even shot of rolling more than four damage, and all four have much much higher top ends that can be achieved through a combination of rerolling (all), claiming for effect (EmoKids and Poe/Maz) or better than average card draws (Poe/Maz, FN).

Meanwhile many of our T2 decks can barely threaten 3. Even if played to their respective strengths like action cheating, resource denial, high health pools, and forced discards, the primary method of winning the game is dealing damage. Our outliers all have a steep dropoff for anything higher, or rely on specific cards in hand.

If you fall short on average damage you have to leverage every other rule in your favor to have a decent chance and/or be willing to discard often to make up the difference. The ability to do one or both is what seperates the upper and lower end of T2 or puts decks in what sometimes gets referred to as Tier 1.5 (Phasma, Vader)


Rule #2: Include some damage from hand that is easy, cheap, and deals at least two damage per resource.

In other words if your dice don’t cooperate, have an alternate way to get your damage in or amplify what little you do have available. Setting aside the fact that when FN or Poe are involved EVERYTHING is damage from hand, these are the most widely played cards which fulfill that function.


The conditions to play each of these are all very easy to meet. Damage gets rolled eventually in most games which sets up the first two, simply having dice is good enough for Force Strike, and resources are almost as common as damage, and much more benign. When even No Mercy gets cut from a large percentage of blue Villian decks (while dealing up to FOUR) would anyone play Force Strike or Lightsaber Throw for 2? I highly doubt it. Bait and Switch may still have a home if it cost one, but it would more than likely get thrown into our next pile.

Moving forward into EaW, be on the lookout for cards that do roughly same thing at the same or better price (especially in hero), though it is going to be hard to top these mainstays.


Our second tier of damage from hand cards are mostly free but all have more difficult to meet conditions, have a significant downside, or both. While cards in this tier have seen play and may occasionally shine under the right conditions (looking at you Riposte), none of them are commonly played in the top decks and in many cases are only played anywhere at all because no better options exist. If Force Strike existed in Hero I wouldn’t play My Ally, that’s for sure. The fact that these get sleeved up at all is the only thing keeping them from the final group. But if they get functionally reprinted for cheaper or with fewer conditions on their use, be ready to pounce.

What a sad bunch of cards, why did they fail? For some it is because the damage dealt just isn’t enough to warrant a card, even if it might heal you or disrupt at the same time. For others they just cost too much to be relied on no matter what other effect you might get. For the rest you either don’t ever want to meet the conditions (Anger) or are so unlikely to meet the conditions (Sensor Placement, Planned Explosion) that they may as well be blank.

We may see Firepower get bumped up a notch right out of the gate for EaW but my instincts tell me that a red Lightsaber Throw isn’t good enough when it hinges on a vehicle die. A Reversal effect printed at two-cost would be amazing to see, even if it was gated behind a small condition.


Rule #3: Include at least eight easy to play mitigation cards that can prevent/remove two or more damage for one resource or free.

That’s a mouthful for sure, but it does highlight that figuring out what removal is best is the hardest part of deck construction.

Why eight? With eight mitigation cards, the odds of having at least one in any random five card hand is just above 80% and gives you at least four different options to handle a variety of opposing deck types. Going from down to seven and then six, you lose 5% off of your sample rate, then once you go down to five you start losing more than 8% and increasing. With mulligan decisions already difficult enough for game-winning cards, trying to mulligan for things to simply not get blown out is a bad position to be in.


These are far and away the most commonly played mitigation cards at the moment. All of them have very easy to meet conditions, are free, or in Defensive Position’s case are SO powerful in their effect that they are worth planning your turn around. Where one-cost or free removal usually fails is by giving your opponent choice in whether or not the removal actually happens (Let the Wookie Win, Closing the Net, Kryat Dragon Howl) or by being hyper specific (Parry, Evade).

We see no mitigation that is commonly played for two or more resources at any power level, and the reason comes down to opportunity cost. If you pay one for removal, you still (usually) have money available to pay for dice resolution, damage from hand, or simply to save up for an upgrade in a future turn. When you use an entire turn (or more) worth of resources you aren’t progressing your win-condition enough, while allowing your opponent to use their resources to advance their board position. A saying from other card games: “That just makes you lose slower” is very appropriate here.

However, when you can negate or prevent an entire turns worth of your opponents effort the guidelines go right out the window. To use these cards and any other cards that completely alter the basic structure of the game you need to plan for them starting turn one but the payoff can be huge.


Rule #4: All your upgrade dice need to deal damage, most should cost two, and redeploy is ideal.

These are the sum total of non-redeploy upgrades commonly played at more than two cost.

Rocket Launcher is only planned to be paid for in the FN decks, where it functions more as a damage out of hand card alongside IQA and Vibroknucklers and all three are replaced ASAP with a Riot Baton. Thermal Detonator is never paid for of course, and DL-44 is only played “fairly” because it has soft mitigation built in and both Han and Rey get additional use out of the ambush keyword.


Two-cost is really the sweet spot. If you have free mitigation turn one, you can immediately start building your board but if you have to pay one for some other effect, you can do the same on the following turn and still have the resources to get your upgrade on the field. Most of the weapons that cost two are playable, and redeploy is just a bonus when you can get it. And if you are playing fair with your three cost weapons, you had better look for the word redeploy.

Of course rules are meant to be broken. Free dice will probably always be worthwhile no matter what their effect is, it just so happens that this one enables an entire class of upgrades.


Rule #5: Have some action cheating, and have something to do with your extra actions.

I think force speeds are the first two cards added to any primarily blue deck these days, and with good reason. Being able to protect a reroll, deal damage then claim, chain mitigation, or simply regain tempo in an otherwise clunky deck are great reasons to include the card. Then again, there are a couple of characters that function as action cheating on a stick, which is a major contributing factor to their common use.

It is important to not spend too much effort on getting so many actions that you run out of meaningful things to do with them. Or as I like to call it, the Han/Rey effect. If you have a lot of extra time on your hands, cards like Planetary Uprising, Hyperspace Jump, Backup Muscle and Hunker Down can be a good fit. Free action cheating is always better than paid action cheating, hence why Tactical Mastery and All In aren’t taken in any competitive deck any more.



As you are perusing spoilers and coming up with concepts for new decks keep these rules in mind to start off a step ahead. The one wild card that I see already looming is the efficacy of Vehicles, which may well shatter rules one, four, and five simultaneously to just overpower your opponent in the mid to late game. Agree or disagree, come talk about it on the Artificery Discord server, and stay tuned for upcoming events!


Bonus Rant!

The only effective damage out of hand is Villain. The overwhelming majority of good removal is Villain or Neutral. All the best weapons are Villain or Neutral. The only cost effective way to play blue abilities are Villain. The point cost to HP ratio is stacked in Villain’s favor, and the abilities/dice for Villain chars are at least as good as the Hero ones for comparable cost. Nothing we have seen thus far from EaW changes ANY of these facts. The one thing Heroes have in their favor are gimmicks like My Ally, Hyperspace Jump, and Second Chance, but all of those require significant compromises in deck building and play-style to use effectively.

By way of example, take a look at the A180 Blaster. On paper, the A180 costs beats out Holdout Blaster and F-11D hands down. Four damage sides and a ton of flexibility on half of them? Amazing! Unfortunately the opportunity cost to not play great damage out of hand and removal leaves it by the wayside. It simply cannot carry a Hero deck on it’s back, a fact which is only exacerbated by the lack of redeploy.  Want to hear a sick joke? The card on the left is fake, The A180 actually costs three, and has a worse die.

Repeat the process for almost every Hero card in all three colors and you end up with a competitive meta that shakes out to be over 70% Villain on tournament entry and 80%+ after the cut. Changes need to be made, either through errata or aggressive compensation in future sets.