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Rebel Guns?

Smugglers and Spies Rebel Alliance Experimental

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    Idea is to use a lot of cards that generate consistent damage and card advantage and keep the dark side from being able to keep characters out. Han is an obvious beast, but Ackbar can be devastating if your opponent spreads around the damage onto 2hp guys. My only concern is that the deck feels kind of inconsistant because it doesnt have redundancy, everything is a 2 of.
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    3 Comments

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    MasterJediAdam
    Mar 03 2013 11:49 PM
    Any games with this yet? Curious how it does. I have played something similar, but with limited results.

    Any games with this yet? Curious how it does. I have played something similar, but with limited results.


    I have been testing the same deck. It just doesn't feel as powerful enough as the Jedi deck.

    Once the DS get palp or Vadar out it is really hard to get units to attack with all the tactics icons flying everywhere. Most of the rebels cards have so little HP they never live long enough.
    I ended up playing some games with this version and a version that swaps for Decoy at Dantoonie (loses defense of Yavin). It works, but takes too long to get rolling. I was able to get control of most games and kill off a majority of the DS's guys, but not until the dial was at 7+. I did manage to beat Imperial Navy a couple times. Leia can be a combo starter. In one game I was able to combo out and attack like 4 times (lol at Wookie Navigator). Overall its the best Rebel deck I've played and doesn't get rofl stomped like Rebel Vehicles does a lot. Just a bit too slow, and I agree, not as powerful as Jedi can be.

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