Table of Contents:
• Special thanks
• General description
• General strategy
• Key cards
Special thanks to Darth_Link for his OA primer. I grabbed a bunch of his text and his format, since he did it so well.
The soft character restrictions on the 0-side and bonuses on the 7-side decide many of the cards that are included in the deck. But the last 20 or so cards are what makes the deck work well or not so well against different decks.
The most popular version of Diplo starts Heading for the Medical Frigate. There’s a speeder version, and various non-speeder beatdown versions. I've seen 12 card versions, but I think the search chains that Heading provides are just better.
Midgame: Once you are flipped, you will need to setup a strong spread of characters on Tatooine and in space in order to maximize the bonus damage on the 7-side of your objective. Speeders are a good way of protecting your weak characters from weapons, but the speeders are vulnerable to some weapons. Your space package can vary pretty heavily, but maximizing Tantive IV is a great path to space superiority. Diplo (like many LS decks) will rely on tricks to keep their characters alive (Rebel Barrier, I Think I Can Handle Myself, They’re Tracking Us v).
The game will take a few different directions mid-game depending on the matchup. You can spread out and drain them a whole bunch everywhere or you can try to stack up a few bodies and deter them from coming after the sites you do control. You can have games where you’ll eat through their Ghhhk in the first battle, and then still have enough to hammer them with overflow in a second battle.
Likewise, you cannot afford to ignore DS, as their objectives can be very powerful.
Late game: At this point, you should make sure to control multiple locations, regardless of which direction the mid-game went. Key cards to get cards back are Tatooine Celebration, Weapons Display v, and A Weakness Can Be Found’s retrieval. Diplo rarely wins by 20 plus cards, but can often grind out games that are close.
In order to flip and use the 7-side of the objective, you need to play Rebel characters. The good news is that there are a lot. One of your goals is to draw battle destinies as much as possible and grab Rebels that provide +1 to your battle destinies everywhere. The battle destiny bonus is really good at creating attrition/overflow, to the point that I don’t run many weapons in my deck.
No longer deploys for free, but 2 pays for itself when you get Chandrila, which is your first stop on your way to Alderaan, and draws a bunch of cards. She is the reason to start Strike Planning.
• Captain Hera Syndulla
The GMTv mirror is really good in a deck that will play 10+ rebels in an already Imperial heavy meta. She’s useful in space and on the ground. If your opponent has Imperials, she’s 2 destiny on any ship with a permanent pilot. The best case draw of Hera + Bail + Captain Antilles on turn 1 is 3 destiny that goes through Zuckuss in Mist Hunter (you can leave Captain Antilles as the only pilot on Tantive IV to bait ZiMH and deploy her for a huge overflow).
• Jyn Erso
o Useful in general. She’s a spy for deploying at non-battlegrounds, she draws destiny on her own, and she’s +1 to battle destiny everywhere once flipped.
• Leia Organa (V)
o Useful in general. She’s a spy for deploying at non-battlegrounds, she draws destiny on her own, and she’s +1 to battle destiny everywhere once flipped. With Bail out, she’s +1 to your drain as well. If you don’t use her, both Rebel Princess and General work well.
• Bail Organa
o Bonus destiny on Tantive IV, adds bonus drains for Alderaans, and immunity to weapons for Tantive IV makes him a must-include. The immunity is very important against Invasion, as they usually run Laser Cannon Battery to hit ships that threaten Naboo. I sometimes deploy him on the ground with Luke/Ben if Captain Antilles is on Tantive IV just to threaten more drains.
• Lando Calrissian, Scoundrel
o An essential part of any beatdown plan. The bonus destiny is really strong, just watch out for Darth Vader, Emperor’s Enforcer/Dark Lord of the Sith.
• Owen Lars & Beru Lars
o Deploy free to Moisture Farm, draw a destiny on their own, and give +1 destiny.
• R2-D2 & C-3PO
o Immune to everything and forfeit 7 while at Tatooine system. They stop you from running Threepio with Parts Missing, but that’s about it.
o He replaces Young Skywalker, who no longer exists. He’s not a 6 destiny like LSJK, but if you draw him for destiny, you get a free Jedi Lev. The extra cost for your opponent to use a weapon is a help, especially with Antilles Maneuver v.
• Admiral Raddus
o Free Rebel that’s a pilot. Pulls Corellian Corvette, and boosts Diplo’s flipside. The biggest weakness is that he’s a spud. If your opponent is running YAB, you’re stuck with him as part of a 3+ person stack or he’s just an overflow machine.
• Ahsoka Tano
o She’s immune to EPPs, is a Rebel, and ITA < 6. If you run I Think I Can Handle Myself, she’s even better.
• Captain Raymus Antilles
o He’s great on Tantive IV – gives immunity to Lateral Damage and attrition < 5, +1 battle destiny, and +1 drain with Bail.
• General Airen Cracken
o Draws a battle destiny on his own, and draws 2 destiny while with Sabine/your spies.
• Commander Narra
o Draws a battle destiny on his own, draws a card, +1 BD, and he’s a copilot for Wedge Antilles, Red Squadron Leader. I like him more in Speeders.
• Toryn Farr (V)
o She’s great as a pilot on Bright Hope. She’s enough to give +3 battle damage and a destiny on it. The 4 destiny is also really solid.
• Chirrut Imwe
o Good stats for the cost. You get some destiny control, and the free recirculate is really strong late-game.
• Corran Horn
o Draws destiny on his own, and can shut off spies. I generally just drain race too well to care about spies shutting off one site.
• Captain Cassian Andor
o Spy who deploys for 3. He cancels a destiny, but doesn’t draw on his own. He’s great as part of a beatdown plan.
• Chewbacca, Protector
o He cancels a surprising number of character’s game texts, but he’s pretty dead vs a mains deck. You can use Quite a Mercenary v to pull him, which helps. Notable targets include Jabba the Hutt v, ISB agents, 4-LOM w/ Concussion Rifle, Dengar w/ Blaster v, non-combo Dr. E, FN-2003, General Veers v, Greedo v, Jodo Kast (shutting down Hidden Weapons is hilarious), P-60, Ponda Baba v, Probot, and R’tic H’weei.
• Sabine Wren
o Good power/defense/forfeit to cost ratio. She’s great as part of a beatdown stack. No immunity to attrition hurts, as does her not drawing destiny on her own.
• Ben Kenobi
o Bringing back a guy is really strong, but only deploying to Tatooine can hurt in some matchups. Fun fact: if he eats an Imperial Barrier, you can drop another character or two at the same site, beat down, and then Ben can save someone.
• General Crix Madine
o Fetches General Cracken, Sabine, and Cal Alder v.
• Theron Nett (V)
o Maul protection and weapon protection in space. Rogue Squadron pilot as well. Antilles Maneuver v can pull him as well.
• Wedge Antilles, Red Squadron Leader
o Cancels a destiny when with another Red/Rogue Squadron pilot. I like him more in Speeders than anything.
• Admiral Ackbar (V)
o Key card for space battles, due to deploy cost and Rebel Leadership v. He is only worth playing with Home One.
• First Officer Thaneespi
o Very good with Ackbar v and Haash’n. Good stats, female (works with I Think I Can Handle Myself) and the Zuckuss ability can be huge.
• Major Haash’n.
o Lateral protection, low deploy cost, adds hyperspeed and works with Thaneespi. Competes with Theron Nett v for a spot.
• Kanan Jarrus
o He kills the Emperor and Emp in Shuttle.
• Cal Alder (V)
o Good with General Crix, as he can shut off weapons.
• Captain Yutani with Blaster Cannon
o Pullable with General Crix. Shooting to adjacent sites is actually fairly strong, if you can stack him with someone else to scare away attacks (Ben Kenobi works well at this)
• Corporal Beezer
o Alderaanian for the Bail drain bonus and prevents reacts. Worth playing with a lot of other scouts.
• Tycho Celchu(v)
o Alderaanian for the Bail drain bonus, spy, and can steal TIE's v. TTO (mostly Saber 1)
• Baze Malbus with Cannon
o Soft counter to Dr E (he shoots if Dr E operates post-Maul). Decent as part of a stack of characters.
o Second target for Strike Planning. His 3 ability makes him a good second pilot to overcome Zuckuss in Mist Hunter, and he’s +1 BD. You can start Squadron Assignments and use Strike Planning to get him + Falcon and deliver the Tapes turn 1.
• Captain Han Solo
o He’s pretty much only playable on the Falcon. I found myself unable to find both consistently, so I turned him into Solo.
• General Solo (V)
o You can search up interrupts during battle. There aren’t really many I must have to win battles most of the time.
• Chewie, Enraged
o Better vs Imperials, but the maintenance is probably not worth it.
• Obi-Wan Kenobi (V)
o Getting back one specific card is pretty strong. I find that my lost pile generally isn’t big enough that I need to use his ability.
• Obi-Wan Kenobi non-v
o He sends Stormtrooper Garrison away. Otherwise, he’s a cheap Rebel with good stats and ITA < 5.
• Obi-Wan with Lightsaber
o EPP Obi-Wan, great at killing Lord Sidious. I don’t use him any more because of the lack of immunity (and killing the value of their Force Field v).
• Luke with Lightsaber
o EPP Luke. I think Young Skywalker is just better because of drawing cards and retrieving.
• Luke Skywalker, Jedi Knight
o Destiny 6 over destiny 1 + auto redraw. I prefer drawing a card, not needing Like My Father Before Me, and the retrieval.
• Luke Skywalker (V)/Luke Skywalker, the Rebellion’s Hope
o Good pilots and a reason to run Artoo in Red 5. Your space is usually pretty decent, so having him there doesn’t help as much as you want. I prefer Young Skywalker as another Jedi vs Hunt Down.
o She does everything you want – draws destiny on her own, pulls from the used pile, and draws a bunch of cards. She’s good on a ship, and good on the ground.
• Poe Dameron
o Fantastic pilot, adds battle destiny and immunity to attrition. The downsides are that he’s not a Rebel and he’s a spud on the ground.
o Adds a battle destiny with Rey or Chewie, draws if unable to otherwise and gets an Interrupt from Lost Pile. Heading for the Medical Frigate is pretty strong to replay if you get to clear an extra guy.
• Chewie With Bowcaster
o Can shoot vehicles. High deploy and low defense value makes him a little less attractive option than Solo and Rey. I’m running Protector because of Rebel, but I can see why you’d run this Chewie.
• Padmé Naberrie v
o Very good in the meta with Vader being common.
• General Leia Organa
o More retrieval, and you can get her with Strike Planning. She’s 3rd on my list of Leias for this deck, though.
• Aayla Secura
o Female for I Think I Can Handle Myself, Jedi to flip Hunt Down, and you can get her with City Outskirts. Decent stats for deploy cost.
• Ahsoka Tano with Lightsabers
o Female for I Think I Can Handle Myself and has weapons. If you have a heavy EPP base, she might be worth looking at
• Phylo Gandish
o Deploys for free, and gives a drain bonus. She’s great stacked with Sabine (5 power, a destiny, and they lose 2 force if you win). Before Lord Sidious, that stack was the bane of SYCFA.
• Harc Seff v
o This deck activates enough that he doesn’t do a whole lot. But if you need more activation, he’s there.
• Anakin Skywalker
o Sometimes used as a good pilot and high-ability character. Pretty bad against Hunt Down though.
o If you play Bacta Tank, those are interesting choices to make the Tank even more efficient.
• C1-10P (Chopper)
o Immunity to Lateral Damage, defense bonus vs weapons, and can shut off helper characters like Grand Moff Tarkin v, any Boba Fett, or ISB agents.
• Jar Jar Binks
o Interesting meta choice against CCT and TTO. If he kills IG-88 on turn 1, CCT’s gameplan just evaporated.
• Artoo, Brave Little Droid
o Really strong against a turn 1 Lateral Damage beatdown and negating a battle destiny is strong. The combo is better so you don't eat a Set for Stun and get set back a bunch of turns or have a ship dropped on you turn 1.
• Threepio with Parts Missing
o Runnable if you start Artoo, Brave Little Droid.
• Tantive IV v
o You start with it, and it usually lasts the game.
• Bright Hope v
o Second most common ship in Diplo. Works with Tantive IV to shut down space battles.
• Gold Leader in Gold 1
o Forces them to pay to draw a battle destiny, great as part of a big deploy turn when they run out of leftover force in their force pile.
o Can be pulled with Rebellions Are Built On Hope, which you can start. Cheap deploy, great power/deploy ratio, and works well with the Mon Calamari package (Haash’n, Ackbar v, Thaneespi) if you also run Home One.
• The Falcon
o Matching ship for Rey and Solo.
o Enough speed to get to Alderaan on turn 1. It’s a transport for Toryn Farr.
• Leia’s Resistance Transport
o Pulls Rey for free and is a transport for Toryn Farr.
o Matching ship for Hera, also fast enough to go to Alderaan on turn 1. Good power for deploy, but no permanent pilot hurts it.
o Deploys as a react for dirt cheap (5 power for 2 force). It's great if you leave ships open as bait for space-light DS decks to try and score free victories with - something like Tantive IV with droids and Mon Mothma or Bright Hope that's all alone is pretty tempting to try and beat down. Spiral gets you that battle destiny you want.
• Masanya / Corellian Corvette
o Masanya has slightly better stats than Corellian Corvette, but Raddus pulls Corvette. I’m not in love with either, tbh.
o Gets back a Rebel. I’ve used it to bring back Hera for the bonus destiny battle (she’s usually a bonus destiny) or Toryn for the boosted battle destiny. Even Kanan is worth bringing back vs Emp in Shuttle.
• Artoo-Detoo in Red 5
o Matching ship for Luke Skywalker v/Rebellion’s Hope. A destiny of whatever you need as well. If you want, you can run Luke Skywalker for a super-big spin, but that seems gimmicky. You'll need to get the droid combo killed off, so this is probably not worth running. You usually lose the droids if DS deploys a ship to Chandrila to disrupt your flip.
• Home One
o Launching the Assault can be pulled by Wokling v. Great at holding Tatooine for Tatooine Celebration, but it’s pretty expensive to deploy.
• Obi-Wan In Radiant VII
o Prevents Maul from cloaking, has good stats and a pilot slot.
• A Jedi's Resilience
o Mandatory if you are running EPPs.
• Alter (v or non-v)
o Just as for many other LS decks, Diplo wants to remove annoying effects from table and cancel Sense. Effects to remove include Broken Concentration, Strategic Reserves v, Scum and Villainy, Blast Door Controls, Sunsdown combo and Lateral Damage.
• Artoo, I Have a Bad Feeling About This
o You start the pair of them as one card. It can be blowout central if you time it right. General Solo gets it for you, or Solo can replay it for twice the blowouts.
• Antilles Maneuver v
o Weapons protection, pulls Captain Antilles, Toryn Farr, and Theron Nett v. Also very good late game to track a destiny 5. Can be 2x in a deck.
• Control & Tunnel Vision
o Generally not worth it, since Diplo draws a ton of cards. But you can search up some of your Rebel silver bullets.
o It's a solid answer to their characters with lightsabers (EPP or otherwise). The move-away is shielded, so be aware of that.
• Double Agent
o Removal for ISB's characters. If you are worried about spies, this card is tech against them.
o It’s a trap! It seems tempting, given that you run Owen + Beru + Moisture Farm, but most DS players pull out Code Clearance once they hit, and this shuts off more retrieval than you’ll get back, generally.
• Heading for the Medical Frigate
o Your starting interrupt.
• Hear Me Baby, Hold Together v
o Cancels Hidden Weapons and gets you a shield.
• Houjix + Escape Pod & We’re Doomed
o Self-explanatory. You want to run at least one of each, maybe a 2nd of one.
• I Think I Can Handle Myself
o Diplo runs a few females, and this card both protects them from weapons and provides a much needed drain bonus. Can be played 2x.
• Inconsequential Barriers
o Important if you are worried about Set For Stun or Imperial Barrier ruining your day (mostly Set for Stun).
• It Could Be Worse
o The classic. Because Diplo can’t run Threepio with Parts Missing, it’s less good than other decks.
• It’s A Hit!
o Cancels a bunch of annoying interrupts, mainly Elis Helrot or Limited Resources. Drain cancelling is huge in some matchups.
• Jedi Mind Trick v
o You give up a lot of icons, so it’s easy for your opponent to overcommit. Canceling a battle or making them short on force for maintenance/Draw Their Fire is big. It sits around a bunch, but it can win games when it hits.
• Jedi Levitation v
o You run a lot of warm bodies, so redrawing them into better destinies is a big help.
• Keep Your Eyes Open v
o It shuts off space weapons, and it can save you from needing to Houjix for when Maul kills Owen + Beru. I’ve had a bunch of times when Owen + Beru just win that fight, and Bail/Theron v stop weapons from shooting up Tantive IV.
• Might of the Old Republic
o Gets Bail, who pumps your drains and makes Tantive IV a very unappealing target. It can also get Leia Organa v. Solid play as a 2-of.
• Narrow Escape
o If they go for a big-time beatdown (especially at Cantina/Mos Eisley), this gets you out of jail for that turn. If they have maintenance guys that they were planning on forfeiting (Broken Fett), that hurts even more.
• Odin Nesloor & First Aid
o It helps vs EPP Maul and Dr E. Canceling a react is sometimes useful vs Greedo in Court, since he’s 6 forfeit in space.
• Old Ben
o It’s a free revive. It can be a blowout if you rip off most of their doom stack and can swing back.
• Out of Commission & Transmission Terminated
o There’s a bunch of holograms that see play (Visage, Image of the Dark Lord, The Phantom Menace, Specter of the Supreme Leader). Against Mains, a lucky draw for placing out of play can be crippling (Vader/Vader’s Lightsaber in Hunt Down, for instance).
• Quite a Mercenary v
o It pulls Chewie Protector, stops U-3PO, and cancels Elis Helrot in one card. The smuggler text is also really good. Dr E, Ponda Baba v, Dr E + PB combo, Ephant Mon, and Wooof v are all smugglers. I’ve won more than a few battles because they expect to trade Dr E + PB combo for one of my people.
• Help Me Obi-Wan Kenobi & Quite A Mercenary 4
o Lower destiny and doesn’t pull Chewie Protector, but it does a damage to Court/CCT and exclude scrubs going after your Jedi. This needs some testing for me to recommend it over QAMv.
• Perimeter Scan v
o Alternative to Hear Me Baby v, if you are more worried about Trample and Maintenance cards than Hidden Weapons.
• Rebel Barrier
o Don’t rely too much on this, but it can be fantastic to set up a counter-beatdown/run away in Diplo. I’m running it as a 2-of.
• Rebel Leadership v
o It does a ton of stuff. You can run anywhere from 0-2 and be correct. If you are running Home One + Ackbar, you’ll want 2-3.
• Rescue in the Clouds v
o It’s real good. Trackable 5, protects against Gravity Shadow, and it counters Close Call.
o Using this on cards at the right time can win games for you. Trooper Assault/All Power to Weapons/Imperial Command/Force Lightning are some of those for me.
• Starship Levitation
o This deck runs a lot of ships, so being able to redraw their low destinies is great. Retrieving a Bright Hope v/Profundity at the right time can swing a game.
• They’re Tracking Us v
o Program Trap can be annoying, so a good utility interrupt for Diplo. It also mucks with their destinies for stuff like Darth Vader, Dark Lord of the Sith. Fun fact: if they draw a battle destiny of 1, setting their battle destiny to 0 can be a quick trip to blowout city. Can run 2x.
• We’re Doomed
• You Do Have Your Moments v
o Redraws one of your many low destinies or their important destinies. I find myself using it Lost to break immunity to attrition or clear an extra character a bunch. I once had Toryn Farr + Hera in Bright Hope take down an Executor off of this after an Imperial Command.
• Anger, Fear, Aggression
o Because shields are really important.
• Stolen Data Tapes
o Because you need to. The sooner you deliver them, the more likely it is that you get to choose from good cards instead of one of the 3 left.
• Strike Planning
o Key card as part of your search chain. Usually pulls Mothma/Crix Madine for me.
• I Must Be Allowed to Speak v
o Key card to start as well. Grabs Lars Moisture Farm and gives me 2-4 free used pile pulls.
• Insurrection or Insurrection & Aim High
o I could consider the combo version because I like a shield over +1 forfeit on a few people.
• Evacuation Control v
o Powerful against Senate and BHBM especially. I start it vs Endor Ops and Crush the Rebellion.
• Tatooine Celebration
o Huge swing in drain races. Watch out for Endor Occupation. If they have it, you'll need to retrieve it and replay it if you want it again. Two turns of retrieval is usually enough to empty my Lost Pile, though.
• Battle Plan & Draw Their Fire
o You get to battle for free, their interrupts are more expensive, and you might be the deck that most easily satisfies BO/BP. The biggest downside is that they won’t waste a shield pull on Battle Order.
• Mantellian Savrip
o It’s countered by one of the most played Dark Side cards (Cold Feet v, Masterful Move, or MM/Endor Occupation combo), but discarding bodies from hand (especially LSRSv) is real strong.
• Wokling v
o A bonus force and free retrieval. It’s good if you run Launching the Assault or Projection of a Skywalker.
• Squadron Assignments
o Get pilots + their ship. If you want to run this plan, this is one of your starting interrupts. I think the capital ships + support starfighters plan works better.
o Great card, especially when you reach the “control” part of the game. Watch out for Cold Feet v.
• Echo Base Garrison
o If you run more than 2 speeders, this is a decent choice.
• Projection of a Skywalker
o Reduces the drain on a site. You can grab it with Wokling or just have a floating 5 destiny.
• What're You Tryin' To Push On Us?
o Second grabber, especially for Endor Ops, where you want to grab both Imperial Command and SRF & WYB. The Don't Do That Again shield lets you pull it, and Wise Advice lets you deploy it for free.
• Strikeforce v
o Second grabber that you can start.
• Honor of the Jedi
o Reduces the damage from all of DS’s direct damage (Visage of the Emperor/TTO). No Escape does shut it off, though.
• Ounee Ta
o Get a key card back from Lost Pile.
• Launching the Assault
o Gets you Home One, and gives you a drain bonus. You can start Wokling to pull this. It’s card intensive in a deck that’s already low on free slots.
• Rebellions Are Built On Hope
o Pulls Profundity, which is key against Court. Can also give you a little activation boost.
• Menace Fades
o Shuts off drain bonuses. I find myself looking for it with Stolen Data Tapes/one of my used pile pulls more than starting it.
• You Got A Lot Of Guts Coming Here
o If you are expecting a lot of Scum, this is decent. Shutting off their retrieval is really strong. Depending on your deck, 6-7 characters in the deck can get a bonus from it as well.
o Go with the Coruscant version as your starting location. Both sides have great text for you.
• Tatooine: Dune Sea
o Starting location. The “DS needs 6 ability to draw battle destiny” is great vs decks with low-ability characters. I usually park my first character on the ground here.
o Great stepping stone to get to Alderaan with Tantive IV. You can deploy a ship here, ship-dock, and go to Alderaan on turn 1 as an option. The bonus activation is great for you.
o I generally only go here once to drop off the Tapes. This deck likes going to BGs, so hiding here doesn’t do much.
• Tatooine: Lars Moisture Farm v
o Free movement for Owen + Beru and Anakin. The drain penalty is conditional, but it can help.
• Tatooine: Mos Eisley
o The old Cantina shuffle is still strong.
• Tatooine: Cantina
o Unlike WYS, they activate here. But draining for 2 is still draining for 2.
• Tatooine: City Outskirts
o Gets you a Jedi (Obi-Wan, Luke, or Aayla)
• Tatooine: Docking Bay 94 or Tatooine: Mos Espa Docking Bay
o Works well if you run Phylo and/or Rebellions are Built on Hope.
• Tatooine: Tosche Station
o It generates a bunch of extra force for you. I think the deck activates enough that you don’t need it.
• Endor: Back Door
o Fetchable with General Solo. It also lets you move into the Bunker vs Endor Ops/TTO.
For site arrangement, I prefer Moisture Farm-Dune Sea-Mos Eisley-Cantina. The goal is to get your opponent’s characters stuck at bad sites, and Dune Sea is a bad site for non-mains.
o Very powerful tool to protect your speeders from Crash Landing and Sunsdown combo if you are a speeders deck.
Speeders are very useful for Diplo to protect key characters, and move all over Tatooine, and extra powerful with Wedge Antilles.
• Dash In Rogue 10
o Built-in immunity, probably the best speeder.
• Rogue 1
o Good stats.
• Rogue 3
o If you run more than 2 speeders, this is a definite choice.
• Darth Vader, Emperor’s Enforcer or Darth Vader, Dark Lord of the Sith
o Emperor’s Enforcer is the scariest Vader for Diplo, as he can cancel everyone’s game text. Makes Padmé more important if you run her. I find myself stacking 4 ability with two characters if I see him. Dark Lord of the Sith is slightly easier, but you’ll want to have a They’re Tracking Us v.
• Darth Maul with Lightsaber
o Deploy wide to minimize getting blown out by him. You can win a surprising number of battles vs just him off of huge battle destiny bonuses.
• Darth Maul or Lord Sidious
o Hope to draw Luke/Obi-Wan/Ahsoka. You can counter Lord Sidious with 3+ bodies for overflow.
• Set For Stun
o Usually targets characters aboard your ships so DS can use their weapons or multiple battle destinies in space. If you are running Inconsequential Barriers, save it for this. If not, hope to have a Sense.
• Lateral Damage
o Blowout card in space. Captain Antilles, Chopper, and Alter help here. With a really good starting hand, you can They’re Tracking Us v, then Antilles Maneuver v for Captain Antilles if they deploy turn 1 Lateral Damage.
• Elis Helrot
o Some decks like CCT and FO Trooper decks rely on beatdowns, so watch out for a big Elis move. If you start Insurrection, then don’t worry about it.
• Slave 1, Symbol of Fear + Boba Fett v + Admiral Ozzel
o It feels like this happens every time vs Endor Ops. I start Evac Control v vs Endor Ops for that reason.
• Laser Cannon Battery on Devastator or SFS 7.2 Laser Cannon on Scythe 1
o Getting Tantive IV blown up on turn 1 is a huge setback for the deck. Hope to have a capital ship in your opening 8.
o Their space package is real strong and it pulls all of the ships. You need to get lucky with Savrip if you’re running it.
• Sunsdown & Too Cold For Speeders
o Ridiculous card against speeders as it makes it super easy to hit them with weapons. The main reason to play Han’s Toolkit and Alter.
• Crash Landing
o Another too powerful counter. Toolkit helps. Speeders can be a bit silly themselves, but counters like Crash Landing and Sunsdown combo are too much of a blowout.
• P-59 & Dengar with Blaster Carbine
o The 2 most common characters to try and shoot your vehicles/characters.