Qui Rey training Day

Symulator dobierania kart
Szansa: 0% – 0% więcej
Wzorowany na
Niczym. Talia zbudowana od nowa.
Wzorują się
Jeszcze nikt.

rebmonk 2

So I know this deck has been done a lot. It’s good, and it’s popular. However, I have been playing it for the past three weeks and in tournaments, and maybe I can share some extra insight other guides don’t have. Anyways enjoy:

The reason Qui-Rey aka training day does so well is it’s fast, consistent, and puts out double damage. Not only are you plinking away with all your melee damage, but use of qui-gons ability turns all your shields into extra damage while keeping him alive. Also, whomever they kill, the other one is able to still win you the game. This isn’t the case in other decks where a storm trooper or sand person is standing next to a dead vader and expected to carry the day.

The one downside to the deck is resources. It doesn’t generate many, but it eats up resources quickly. So the overall strategy of the deck is to get all your upgrades out and then use your events for only key, game winning situations. One final tip is to remember that you MAY spend multiple dice on the same result, but you don’t have to. So if you end up rolling 3-4 dice all showing shields, feel free to spend them one action at a time to get in 3-4 damage with qui gon.

Rather than go over the cards I will be going over the stages of the game and when the cards are best used.

Location - we use mos eiseley spaceport because we kind of don’t want the location to matter. We have a great deck and don’t want the location really benefiting our opponent. Mos eisely spaceport is nice in that our opponent probably won’t take advantage of it. However, should your opponent be killing one of your characters quickly, you can claim an upgrade and then next turn give it to the other character. You can use hoth base, but you really don’t want to be giving your opponent shields. However, if you can claim for the first couple of turns and use it to help out qui-gon, your lightsabers should be able to finish the job in mid-late game.

Claim versus shields? - Obviously we want those shields on qui gon asap to get his shield engine going. However I have noticed this tends to have people focus rey 90% of the time. So 1 shield on each may be best.

Early game:

2x It binds all things - you want this card in your opening hand. Your hand should hopefully have one of the next upgrades and this. Aggressively mulligan for this and one of the next upgrades, because nothing else really matters. We want most of our events mid-late game. If you do have a starting hand with this in it then also try to get one of our 3 drop upgrades for turn two. Since resources are so tight in this deck, it binds all things helps us drastically and allows us to play our events sooner than normal.

2x Jedi Robes, 2x Force Training, 2x Rey’s Staff - these are your turn 1 and, if unlucky, usually turn 2 play as well. Jedi robes gives protection and usually a focus die, force training gives us some nice damage and the special is great - do 2 damage (because of qui gon shields) or do 1 damage and a resource. Also, should our opponent play emperor’s throne room this gives us an early target for claiming. Rey’s staff is more nice damage and the special can help early on as well. Later in the game jedi robes and reys staff get replaced, but i like holding onto force training if possible. Also remember you can play jedi robes, play another jedi robes for free, then play force training for free. It eats up cards but gives you some free shields.

Mid game: Turn 2-3 onward

1x Force Protection - I will say that this is probably coming out. The only reason you really want it is for the special. Sure shielding up to 3 is nice, especially for riposte, but honestly 90% of the time I want a lightsaber or force throw. This is getting turned into a force throw.

1x Force Throw - an amazing card. We don’t have a lot of disruption so the ability to throw their biggest die back at them is huge. Try to get this out early and once it’s on the battlefield try to claim often. The faster you get this out the more useful it becomes. If you get it out later your opponent can dance around it or use their biggest die. If you get it out first then they are literally rolling right into it. Also don’t be afraid to get rid of specials for 0 damage if they would severely hurt you.

2x Lightsaber and 2x Luke’s Lightsaber - you are already rolling insane damage with 5 or 6 dice right now, why not just keep adding more? Having either of these out has allowed me to swing for 7-8 melee damage in a turn a couple times. Not to mention the specials help you finish the game with unblockable damage. I run two of luke’s lightsaber. Why? 1) you will see it more often. 2) you can always discard the other one for a reroll and 3) if they kill the character with it you can throw your second copy on the other character.

2x One with the force - if they haven’t died from lightsabers then one with the force helps us finish the deal. This is also a great “gotcha card” just have it ready and when one of your characters is about to die sacrifice an upgrade to get this on them cheaper. Then when they die it’s a great support. 9 times out of 10 it is 3 ranged damage to the face, or the 2 focus allow you to get the specials on your lightsabers to punch through, or set up insane melee swings.

Situational Cards:

1x All in - usually a character/game finisher. When you want to use your focus and swing in the same turn in case they have disruption. Honestly I haven’t really had an opportunity to capitalize on this card and it might get changed.

1x Anticipate - this is a punish card. When your opponent has a bad roll you get to basically make them miss the turn. Did they roll lots of blanks and resources? Stop them from having an opportunity to fix it. Did they roll lots of +dmg but no dmg die? Punish them. Again I haven’t used this card to full effect yet, but will probably keep it in for that ha! Moment.

2x Defensive Stance and 2x Take Cover - they give you shields which you can use for qui-gon for damage. Simple. I will say I like to hold my take covers in case i roll several shield dice and want to get the engine started early.

2x Riposte - a game/character finisher that no one sees coming. Don’t forget if you’ve loaded up Rey with shields you can use them instead. It’s free and does 1-3 damage to take out a character. No one ever really remembers it and combining with some melee and shield damage can lead to huge swings.

2x Deflect - helps with the ranged decks but I may cut one. It helps but I don’t know if it's ever won me games. Might have to do some math and see if it's ever reallly helped.

1x Dodge - again necessary for all those ranged decks. The question is when do you use it? Do you mess up an opponent that has a great ranged roll? Or do you save it until it’s a life or death situation? How greedy do you get thinking if they are going to use rerolls for a crazy ranged attack? Need to play more ranged decks to figure this out.

2x Force Misdirection - this is your block for 1 resource cheaper. Just make sure you get your dice out faster so you can take advantage of it before your opponent. Yes there is a once in a blue moon you get a ranged die one one with the force or force training and can benefit from that one. But it’s rare. Just be glad you have two of these against luke, vader, the mirror, and Grievous. Again may go down to 1 to try other cards.

1x Return of the Jedi - get an event too soon and want it back at the end of the game? Only play 1 of and wish you had a second? Then this is your card. Problem is it’s slow and dictates to your opponent exactly what you are doing. Still maybe they just can’t stop it. A riposte to finish off your opponent or an All in to finish the game next turn.

Other cards for consideration:

Awakening - seeing as we are already tight on resources this could help us when we roll one of the resources on our lightsabers or rey’s staff. However probably too rare of an occurence to make the deck.

Heroism - seeing as one of our heroes usually ends up getting hard targeted and focused down first, this actually might really help split up the damage and help our hero survive another turn.

Power of the force - considering we use a lot of blue upgrades this one has a lot of merit. Essentially it says turn one of your dice to show a 3-4. 3-4 damage, 3-4 resources, and 3-4 shields are all very nice and could help swing the game. Might be worth looking at for another finisher.

Willpower - another possible seal the deal finisher. It heals one of your characters for one and deals one to an opponent. At the end of the turn. This is a two damage swing and can really mess up the math for your opponent.

Changes to make: -1 Force Protection +1 Force Throw +1 Power of the Force +1 Willpower -1 All in -1 Deflect

Brak komentarzy