Jedi (Core Jedi)
Total Objective Sets: 10
2x A Hero's Journey (1-1)
Luke Skywalker (1-2)
Twi'lek Loyalist (1-3)
Jedi Lightsaber (1-4)
Trust Your Feelings (1-5)
Dagobah Training Grounds (1-6)
Red Five (4-2)
Twi'lek Loyalist (4-4)
Double Strike (4-5)
Target of Opportunity (4-6)
Guardian of Peace (5-3)
Guardian of Peace (5-4)
Lightsaber Deflection (5-5)
Twist of Fate (5-6)
Corellian Engineer (6-3)
Return of the Jedi (6-4)
Emergency Repair (6-5)
Force Rejuvenation (6-6)
Obi-Wan Kenobi (91-2)
Shistavanen Wolfman (91-3)
Shistavanen Wolfman (91-4)
Force Cleansing (91-5)
Supporting Fire (91-6)
Kyle Katarn (97-2)
Kyle Katarn (97-3)
Ataru Training (97-4)
Rahn's Guidance (97-5)
Echoes of the Force (97-6)
Moldy Crow (107-2)
Ruusan Colonist (107-3)
Ruusan Colonist (107-4)
Valley of the Jedi (107-5)
My Ally Is the Force (107-6)
Dagobah Nudj (112-3)
Dagobah Training Grounds (112-4)
Yoda, You Seek Yoda (112-5)
Seeds of Decay (112-6)
-Luke Skywalker - Great unit. I don't need to explain.
-Twi'lek Loyalist - A control unit. I use it to strike first on an objective I don't care about to take out defenders.
-Jedi Lightsaber - Make a unit a lot better? Ok!
-Trust Your Feelings - Oddly, used quite rarely. There was so much removal that Trust was not cost effective. It feels like such a good card that I think I kept it more often than I should. You play it on good units that lived through the turn, not on units you deploy this turn. Ultimately, this card feels like a 'win more' card for me. If you have great board control, yay! Otherwise, it it is rarely useful.
-Dagobah Training Grounds - This is a critical resource.
1x A Journey to Dagobah - Actually quite good. A 2 resource objective that can grab super strong objectives? It'd love for you to destroy this and I reveal MTFBWY!
-Red Five - If you can get this through, it is three damage for three resources. Pretty good!
-R2-D2 - A free resource? Ok. Dies easily, but takes a card or two to do so.
-Twi'lek Loyalist - More weird Jedi control.
-Double Strike - Can suprise an opponent and allow Luke to kill an objective and Targeted Strike two units/four damage! It can very well be part of a game-finishing combo.
-Target of Opportunity - Your victory condition is to do objective damage. Questions.
1x The Secret of Yavin 4 - Can be used to redirect damage away from crucial objective cards and allows you to screw up their 'destroy objective' win condition.
-C-3PO - With Sith prevelence, it is so-so. Cancels big events, but a Force Choke with Vader out makes him useless.
-Guardian of Peace - I played one set because, at Worlds 2013, I drew a hard on the 'critical turn' of three Guardians. No blast. GG.
-Guardian of Peace - Read above.
-Lightsaber Deflection - A pretty good combat trick/Force choke trick. Glad I had this.
-Twist of Fate - Twist is still such a powerful Edge card. So good in the current meta.
1x Last Minute Rescue - Almost useless. Hope I don't draw this objective.
-Redemption - It all depends on the state of the board and the state of your hand.
-Corellian Engineer - Almost completely useless.
-Return of the Jedi - So amazingly strong. Bringing in units at Action speed? Amazing.
-Emergency Repair - Used it twice in the Regional, both on objective one damage away from death.
-Force Rejuvenation - A more expensive double-strike. Also a cool combat trick.
1x Watchers in the Wasteland - 100% useless 1v1.
-Obi-Wan Kenobi - An ok control unit. Usually used for Edger and then Return of the Jedi!
-Shistavanen Wolfman - Take the Force and get a free (or two) units? Yes please.
-Shistavanen Wolfman - See above.
-Force Cleansing - Usually discarded. Have almost no use for it.
-Supporting Fire - A really good Edge card for tricky battles!
1x Heroes and Legends - A super strong objective...if you get it. Came into play a few times, but I play it for the cards.
-Kyle Katarn - An ok attacker that some DS decks are afraid to defend against due to the number of black guns. I truly think he is a 1-of at most.
-Kyle Katarn - See above.
-Ataru Training - A decent enhancement, but more aof a 'win more' card. Not a fan.
-Rahn's Guidance - Pretty good, even in the Refresh phase if you wiff. Set up your draw this turn! Strong card for sure.
-Echoes of the Force - Tricks, tricks, and more tricks.
1x The Flight of the Crow - Pretty good objective! Don't mind swinging in and passing first.
-Moldy Crow - possibly a game-ending bomb.
-Ruusan Colonist - Rarely a good card. I only play one of this objective because of this card. 92% useless.
-Ruusan Colonist - See above.
-Valley of the Jedi - This resource usually triggers, so I like it.
-My Ally Is the Force - Really conditional, but can be a game wrecker. Otherwise, three pips to an Edge.
2x May the Force Be With You - An INSANELY powered objective. Swing and then take the Force? OK!
-Yoda - Feels like a free damage or two late game, or some control early. Such a versitile unit. I'm waiting to see what will happen in the future. This pod will stay in Jedi for a LONG time.
-Dagobah Nudj - Depending on game time/Force battles/tie breakers, this is a strong unit. Otherwise, it is just a chump.
-Dagobah Training Grounds - Resources are good with the 'new' Jedi!
-Yoda, You Seek Yoda - So, I pay one click on the dial to bring out a unit for two resources that can take the Force or focus down key units? While one click is bad, to bring out Yoda is pretty good!
-Seeds of Decay - Some tricks VS the current meta. Mara, for example.
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