Posted on

It’s All a Machine, Partner

One of the characters I was most excited for this set was definitely DJ – Treacherous Rogue. Just looking at him, he hit all the points I wanted from a character. At 16 points, he has decent pairings with all three colors. He has 2 base damage sides at 2 damage each. Most importantly, he turns all your removal events into damage out of hand cards. Here’s a few decks I’ve been working on with DJ.


Scum and Villainy

This is the first DJ deck I built when I got him. In my desire to make Aphra even better, I paired her with the treacherous flip-flopper. The result is a lethal combo of droids and removal. Aphra’s ability is excellent this set with the addition of 0-0-0 to the mix. 0-0-0 and BT-1 combine for massive damage without even caring what the roll out is on either of them. Personally, I think 0-0-0 is the best non-vehicle support in the set. For the low-cost of 2 resources, you get a die with 3 base damage sides and no blanks. Streetwise is also an extremely good card in mono-Yellow. The economy it generates is excellent and it allows for cards like In the Crosshairs to be very affordable. The biggest weaknesses of this deck are pretty obvious. Kylo2 really hurts it since it is one color. Also, not getting the 0-0-0/BT-1 combo active early is also pretty rough since it generates a ton of damage for you.



Out of the three decks listed in this article, this is probably the most consistent one. Snoke is incredibly consistent with his focus sides and his ability turns DJ’s dice into something to be feared. Resolving 4 damage into an opponent with 1 die is incredibly good, especially right now considering the large amount of 3 and 4-wide decks out there. The force powers package is added lethality since things like Force Throw and Psychometry remove a die so they can also trigger DJ’s ability. Added to these things is the fact that Blue/Yellow Villain gets you the best removal suite in the game. The biggest weakness of this deck is really not finding Holocron early. Without it, you can’t get good upgrades on DJ and your economy suffers from having to hard-play upgrades on Snoke.


War Machine

This deck is inspired by the old-school Jango/2xFOST list from Awakenings. This one brings back the 0-0-0/BT-1 combo and since you get 3 characters to dump damage off on to, I also added in the Climate DIsruption Array. With that out plus 0-0-0, you get to deal 3 damage at the cost of 2 to yourself every turn. That plus BT-1 means you are dealing 5 damage every turn to your opponent without having to roll in any dice. It’s a nasty combo that can quickly overwhelm your opponent if it hits the board early. Having Red in the mix also grants you extra multi-die removal with things like The Best Defense and Crossfire. The biggest weakness to this deck is the Stormtroopers since they have low health and their die is decent, but 2 blank sides can definitely hurt. This version also runs pretty low on upgrades so that can be harmful in many matchups.

Posted on

The Fringe Meta Strikes Back

With the Legacies meta coming to a close, I thought it was time to reflect on some decks that made the game fun during the time period. I’m not talking about the top tier decks that everyone knows. I’m talking about the fringe decks that hang around and toe the line between getting beat down by the top tier and coming out and dominating a tournament. Let’s show some love for the Tier 1.5 and Tier 2 decks for Legacies.



Ghost Protocol

Figured I would get this party started with my personal favorite fringe deck of the Legacies meta. If you’ve read some of my other articles, you’ve seen how much I gush about Kanan. I think his versatility is incredible and his ability just makes him downright dangerous. Combine Kanan’s ability with Zeb’s and you have a recipe for destruction. Zeb’s ability allows him to synergize with Kanan as well as being able to add cards in the deck that both characters can utilize like Jetpack. Being able to drop Second Chance on Zeb is really nice as well. The biggest weakness this deck faces are generally from within. When existing within the realm of Hero cards, removal can be difficult sometimes. Two of the best Blue removal cards, Guard and Force Misdirection, don’t work at all with Zeb’s character dice. Force Misdirection works well with Kanan’s diverse die, but Guard is usually lacking with him since he only has one Melee side. Another issue is the paid side for Zeb’s big damage. This doesn’t tend to be a huge issue in the mid to late game since Maz’s Vault helps out a lot in those stages of the game.


eTarkin/eSeventh Sister


This is a very interesting deck and one I struggled to put on here. This combination saw a ton of play early on in the Legacies meta and won a good deal, but seemed to really fall off the map as the meta progressed. Tarkin’s Power Action is just brutal and really makes your opponent be scared of blanks. This combos well with cards like Anger so that you can get the most out of the dice at your disposal. Seventh Sister is probably the best 14 point character in the game since she gives you 3 dice for that cost. The biggest weakness of this deck is really any deck that can deny you resources since Tarkin decks really require you to have dice out on the table to utilize his Power Action well. Anything with Hondo is usually solid against Tarkin since he can deny your upgrades from hitting the table.

Battle Droid Army


Who doesn’t love Battle Droids? These pesky guys can gang-up on you very quickly with their ability to activate quickly and push out a ton of damage. The really nasty variation of this deck includes the LR1K Sonic Cannon and Imperial Backing. These two cards combo for some massive damage if you get them out early. Being able to field five characters is always intimidating, especially if you include a few Redeploy weapons that continue to bounce around. The big weakness for this deck is definitely Sabine. Against her, you’d usually down two Droids by the time turn 2 is in progress and needless to say, the effectiveness of the Droid declines rapidly when you start losing them. This deck has a few variations that include both Endless Ranks and Separatist Landing Craft that I have seen. At the end of the day, this deck is super fun to play, if a bit squishy and inconsistent.




This is a deck that is way more fun than it has any right to be. This is almost a fun call-back to the old Vader/Raider deck with a few notable exceptions. The biggest difference between this deck and Vader/Raider is Nute’s die. While is die is very weak in this deck, he makes up for it with a really brutal ability against certain decks. Losing two cards or a resource every turn is a massive nuisance. You also get a huge boost by being able to play Leadership on him to give Vader a second activation. You can also combo that with The Price of Failure if you have a particularly good opportunity and give Vader a third activation in one turn what can be really brutal. The biggest weakness for this deck is really a lack of removal combined with a very weak Nute die. Vader/Raider could survive long enough and push through extra damage with the Raider’s die at the end of a game. Nute can’t really do that unfortunately. While this deck is pretty fun, it lacks the explosiveness and options to be really threatening at the top of the meta.



Hello There

In my never-ending quest to find wacky combos with characters, I somehow ended up here. I had a lot of fun with this deck. Hero Red has some great defensive cards like Field Medic and Honor Guard. The added bonus of having Leadership available can really be big when wanting to push through damage. Electrostaff is also a great include in Obi-Wan decks since it takes some pressure off that paid side that he has. The main problem with this deck is that it is way more inconsistent than it’s more productive counterpart in Obi2/Maz. Resource generation here is slower and damage is far less consistent since you don’t get the Maz ability. While this deck can be extremely defensive, it has trouble pushing out enough consistent damage to really be a threat against the more popular decks out there.

Posted on

Creating a Stable and Productive Playtesting Environment

A question I get a lot is, “How do you create a stable and productive playtesting environment?” It’s a fairly simple question that has a somewhat complicated answer. There’s a lot of variables to consider when trying to answer that so let’s try to dive in to some of them.


Get an Enthusiastic Group Together


The absolute best way to create a productive playtesting environment is to get a group of enthusiastic players together. Never be afraid to throw stuff at the wall and see what sticks. The more people you have willing to run crazy decks, the better chances you have of finding what works for you. Have a wacky idea for a deck? Go for it. You might find that it doesn’t work, but you might also find that part of it does work and that it’s just lacking partner synergy or something similar.


Break the Game


A great way to figure out the strengths and weaknesses of your deck and your playstyle is to break the game. Start the game with the best possible hand you could have and see what happens. Then, do the same with the worst possible starting hand you can have and see if you can work around it. At some point, you will draw a terrible hand. Does your deck have what it takes to work its way out of that hole?


Constructive Criticism


Share your decklist with the others in your playgroup. You never know when they will see something that you missed when deckbuilding. It happens to me all the time and I happily take suggestions from my fellow players in regards to filling gaps in my deck. Sometimes it’s as simple as forgetting that Hidden Motive is a thing. Sometimes it’s a bit more complex, like switching out a weapons package for a Holocron package. Never be afraid to try your deck with a different configuration.


Swap Decks


Sometimes, the best way to get a feel for your deck is to see it from the other side. Swap decks with a member of your playgroup and see what happens. When playing against your own deck, it is sometimes easier to see what needs to change in it. This can also be very helpful because you already know the best ways to exploit your deck’s biggest weaknesses. This is a great way to shore up the weaknesses of your own deck.


Have Fun

Having fun is really a huge part of the game. Yes, being competitive is great. But every now and then, you need to take a break from super competitive decks and re-calibrate. Play something you know is just silly and fun. Plan a day where no one brings “top tier” decks and just build something fun and run with it. Put Awakenings Finn on the table with some Separatist Landing Crafts or break out that eJarJar/eEzra/eRose deck you’ve had your eye on. Take a day off and play some wacky jank that you’d never consider running competitively. Not only is it just fun to break out crazy stuff, you might actually find some combos worth exploring when you step outside the normal comfort zone.