- General Description
- General Strategy
- Key Cards
- A Note on Using Obi's Gametext
- Match-ups and cards to watch out for
- Game Library
Once flipped, Hyperdrive can win the character and force exchanges by retrieving force (into hand if desired) by completing a non-substituted battle destiny draw. It generally is a ground-heavy mains-and-toys deck with only token space, but it doesn’t need to be.
The deck was given some huge improvement in Set 10 with the release of a virtualized objective and the startable effect Jedi Business, warranting this primer.
Your primary goal should be getting Obi-Wan, Padawan Learner (V) on the table and protecting him, whether with a Rebel Barrier or weapons protection, and then back-up or forfeit fodder on or before your second turn. He is your most important character. Turn 2 is most likely now with Kamino and./or Jedi Business, since first turn each can be used to fetch a specified location. In terms of Jedi Business, this means \/'ing Mos Espa (and hence not a lightsaber turn 1). Going to the Junkyard too early can be game-ending, so be mindful of how you make that initial deployment.
Look to use the City Outskirts to get a Jedi as or to be back-up for Obi, and slide that character over to get a drain of 2 plus Credits stack going. Then focus on building a hand and mitigating damage elsewhere while you focus on holding that site - Projection of a Skywalker is good here, and can be pulled by Wokling (V).
If you have managed to gain control of the Junkyard, your next goal should be to maintain that hold and flip. In general, it is always worth it to pay to drain at the Junkyard pre-flip since you need to drain/win a battle there three times (plus one from Obi) to flip and your opponent will only give you so many chances to stack a card on Credits - take them when you can.
Determine how much to deploy there without risking over-deployment, and look for where and how you can set up at a second battleground or attack your opponent. Protect Padme (or deploy one of what is likely many copies) with some protection and start pinging. Four force loss for three force spent from a single location isn’t bad. Overcommitment to the Junkyard without the ability to move away (Nabrun Leids or First Aid & Odin Nelsoor, e.g.) can also cost you the game, especially if the number of character personas you run is limited.
Once you flip, your opponent will likely pull the Come Here You Big Coward and/or Secret Plans shield, so be prepared for that during battle. A second battle ground is thus key - such as holding the Junkyard and then attacking your opponent somewhere else. Ric in the Queen’s Royal Starship can help with the force activation and retrieval on your opponent’s turn in addition to getting you that second battleground and satisfying Battle Plan/Order. The QRS when paired with an Acclamator once flipped is particularly potent for chewing through DS's space fleet, and you can forfeit the Acclamator and still be able to draw destiny next turn, only to the retrieve the Acclamator back into hand and repeat.
Hyperdrive typically doesn’t run a lot of ships, but satisfying Battle Order/Plan can go a long way to making the best use of available retrieval. You can also use the Outskirts to \/ a Jedi to get a second battleground occupied before a battle.
If this is a game where you don’t anticipate flipping, don’t expend resources defending the Junkyard unless you think you can win the slugfests there. Drop a Projection of a Skywalker on it and/or find and satisfy Menace Fades to force DS to expend resources there and go elsewhere, like the Outskirts, or attack DS’s locations like you would with any mains-heavy LS deck. You can also stack the City Outskirts, and then when the time is right, move everyone over into the Junkyard to force a confrontation, just as you could/would in Profit by stacking the Tatooine: Jabba’s Palace sited then moving into the Audience Chamber.
Hopefully you’re flipped and can focus on winning the character/card exchange with your high immunity characters (Mace, Q-G, Yoda, and Plo Koon (V)), while maintaining a space presence to satisfy Battle Order/Plan. If you’ve stacked enough cards on Credits, you can repeatedly deploy, battle, and forfeit (if necessary) the QRS or Acclamator to work through DS’s space, or use cards stacked on Credits to retrieve a ship into hand, then pitch it to a drain, and repeat.
Your objective. The zero side of the virtualized version provides the following benefits and limitations:
Character pool limitation: Similar to WHAP, you may only deploy cards with ability that are Republic characters or starships, Episode I Jedi, and unique aliens. This means no Rebels or their ships with permanent pilots, Resistance characters or starships, EPVIII Jedi, non-unique aliens (Baragwin, e.g.), or independent ships with built-in pilots (Booster in Pulsar Skate). Eopie is (sadly) also out.
Maul is immune to attrition unless present with Qui-Gon: Vastly improved from the non-virtual version which made Maul (in all of his personas) immune to attrition while on the objective was on the zero side. Maul’s conditional immunity is more easily eliminated here. Rules Note: If you flip your objective by winning a battle versus Maul at the Junkyard, he loses this objective-given immunity during the power segment and goes into the damage segment without the immunity that had been granted by the zero side of the objective.
Once per game, you can take an EP1 system from reserve and no prohibition on deploying systems: Another improvement from the non-virtual version which permitted the upload but prohibited you from deploying systems pre-flip, you can now deploy systems while on the zero side of the objective. Which system you choose, if any, is discussed below.
Because you don’t play Luke, you don’t lose force from Luke-focused DS objectives: Your Destiny is still suspended, but now you also don’t take force loss from DS’s Reflections II - i.e. Agents of the Black Sun - objectives. Another improvement with the virtualized objective.
Flip condition: the flip condition has not changed - stack four or more cards on Credits Will Do Fine, which you start with your objective.
Once flipped, the fun begins.
Power and forfeit boost: Your unique Republic characters become power +1 and forfeit +2. Padawan Learners Obi-Wan and Anakin become power 7 and 6 respectfully and forfeit 10 (!) when flipped. Makes it easier to win battles at the Junkyard.
Rules Note: If you flip your objective by winning a battle at the Junkyard, your Republic characters immediately get this bonus and have the increased forfeits when you start forfeiting for battle damage and/or attrition in the damage segment.
Less Scum: Aliens may not have their deploy cost modified to Tatooine locations. While this is for both players and works for deployment reductions or increases (like Solo deploying to The Falcon or Lando with Vibro-Ax to Tatooine, or The Camp), it will likely hit your opponent most via eliminating the deploy modifier from Scum and Villainy for aliens (independent ships’ deploy cost modifier is unaffected). This applies to Tatooine sites and the system, as opposed to the non-virtual which made applied to everywhere. Removed is the deployment increase of Imperials to Tatooine sites, which is missed with the rise of ROPS(V), IE, and ISB.
The best retrieval: Whenever you complete a non-substituted battle destiny draw, you may retrieve one force and you may also take that force into hand. This text is unchanged from the non-virtual version. Non-substituted means that you cannot retrieve if you substitute a battle destiny draw via Smoke Screen, All Wings Report In & Darklighter Spin, or Sando Aqua Monster, or anything similar.
Force generation on opponent’s turn: Once during opponent’s turn, if Queens Royal Starship is at a system location, you may activate up to two force. This includes the Ric in QRS, and is improved from the non-virtual text which limited the activation to only during opponent’s control phase. Note that if QRS is attached via Landing Claw, you must detach before using this.
Ping a ling ding dong: Your opponent loses 1 force for each battleground location occupied by Amidala or Jar Jar during your control phase. Another vast improvement over the non-virtual version, which pinged DS for 1 force for each battleground site you occupied with a senator…but there were no playable Senators besides perhaps Yarua (which was mostly useful for a nice power/cost ratio).
You stay flipped: Once flipped, there remains no mechanism to flip you back.
Tatooine: Watto’s Junkyard
One of the the two locations started by your objective. A 1/1 site that gives you +2 force generation if you occupy. Because there are some games you will not maintain presence there - particularly early when force generation is key, don’t necessarily count this into your planned activation ratio. Thankfully, you’ll have plenty of Jedi Masters to compensate, plus twixes. You’re at 10/2 with JCC and BNC out, 12/3 Mos Espa or Tatooine out, 14/4 with both, and can go as high as ~19/4 (Underworld Contacts plus Yoda, Mace, Q-G, and Plo) before you count the Junkyard’s text.
The DS text is generally only relevant vs. Watto (You’re a Slave) or IE objectives (or rarely, Twin Suns), which also converts DS’s location (you can also convert Mos Espa, too). If you lose control of the Junkyard, don’t panic - you can drop a Projection on it and force DS to waste resources defending a location they are draining for zero or 1 at.
Tatooine: City Outskirts
The second of two locations started by your objective. A 2/1 site that allows you to once per game, deploy a Jedi from reserve. Use it to get whatever you need for the situation. Mostly, it will be to get Master Qui-Gon (V) or Mace Windu (V), depending on the situation. Having the Jedi you deploy with this get hit with an Imperial Barrier can be painful. The DS text is not terribly relevant unless Maul is repeatedly moving to there using landspeed.
Credits Will Do Fine
An effect you start with your objective. It causes DS to lose a force and stack that card on Credits if at Watto’s Junkyard, you initiate a force drain or win a battle. Note that this is an automatic action for both conditions. As soon as you initiate the drain (or reach the end of the power segment of a battle there), regardless of whether that drain is later cancelled (via Tarkin's Orders or Control & Set for Stun, e.g.), a card is stacked.
The amount of the drain is also irrelevant - you can initiate a drain for zero if drains have been reduced, perhaps via Image Of the Dark Lord (V), Dark Waters, or RalOps(V)’s flip side - a card still stacks. DS has no power to remove cards which are stacked here, but you can - as discussed with We’re Leaving (V).
Anakin Skywalker, Padawan Learner
The best male non-Jedi character in the LS’s arsenal, regardless of deck. He’s an exceptional pilot, excellent deploy/forfeit ratio, permits you to initiate battles for free, adds to battle destiny draws, and if you decide to get a weapon on him, his weapon destiny draws are +1. 1x, probably 2x if you run Azure Angel, Padme (V), his v-set 10 lightsaber, or more than one of the vset 11 Jedi Lightsaber. Your third most important character overall, and most important in space. Watch out for Hunt Down when DS is flipped.
Ahsoka Tano with Two Lightsabers
An interesting meta choice for dealing with DS scrubs like FO Stormtroopers or RalOps(V)’s low-ability characters in a deck with few EPP options. Cheaper when paired with Plo Koon (V) and a small power boost if with Anakin. Can be retrieved with Knights Of The Old Republic. An ability 5 pilot for satisfying Zuckuss. The forfeit -2 for hitting a character is a bit underwhelming, however. 0-1x.
Captain Rex, 501st Legion
A unique Clone Swiss Army Knife. Adds a battle destiny at EP1 battleground sites…which both of your started locations are, and fires a blaster for Sorry About the Mess & Blaster Proficiency. 2x as of late (with 2x Commander Cody to cancel battle destinies), and makes your clones cheaper to his location. The virtual Lars Moisture Farm is an EP1 location, too.
CC-2237 (Odd Ball)
A unique Clone pilot. His destiny modification text can help during battle to protect a ship from having its immunity cracked or visa versa, make a Sense fail, a weapon miss, win a battle, etc. 0-1x.
A Clone undercover spy killer, and a second character to shoot low-defense value vehicles (Blizzard Scout 1 (V); Blizzard 4). He shoots at +2 making defense value 5 or 6 DS characters hitable, too. Make sure you remember that his gun does’t reduce forfeit and chose your target appropriately; in general, shoot for the lowest forfeit character so that DS needs to forfeit something else for any applicable attrition (because your battle destiny will hopefully be more than the forfeit of the character TUP hit). Likely a 1x.
Clone Squad Leader
The better of the two non-unique clones because of the forfeit boost and ability to cancel and re-draw your just-drawn battle destiny. 3x if you run Security Control/clones, otherwise zero - he’s non-unique so he doesn’t get a forfeit boost from Security Control or the objective’s flip side.
A Clone battle destiny canceller when with Rex or two other clones. And deploys for 1 to a site where Rex and Obi-Wan are. x2 as of late for me.
An undercover spy cover-breaker and mini activation platform option. She’s also a cheap spy. 0-1x, depending on how you plan to deal with undercover spies, the bane of Hyperdrive decks. I don't care for her because you need to draw a five or better for destiny (between two choices, al beit) to break Arica's cover.
Obi-Wan Kenobi, Padawan Learner (V) - (AI)
Your engine and most important character, as he fetches non-character cards from reserve to get you what you need. How you use those pulls, especially your first one via We're Leaving (V), is extremely important. Keeping him on the table early is of utmost importance, so use his pulls to protect him early over activation (i.e. take the Barrier over a Wesa early). Excellent deploy/power/ability/forfeit ratios (to Tatooine particularly). His attrition immunity isn’t great (<4), so get him back up quickly and have options to maintain character forfeits. 2-4x, depending on whether and how many copies of non-v Padme Naberrie you play. Only drawback is the he’s not a Jedi and so can’t flip Hunt Down back.
Padme Naberrie - (AI)
Which Amidala persona you run is perhaps the largest persona variant/question a Hyperdrive player needs to make.
Some Hyperdrive decks will run one if not two (or more) copies of non-v Padme, as she is a secondary option for getting Obi on the table or fetching Qui-Gon - meaning between her and City Outskirts you can get your big three ground characters down. A superb deploy/forfeit ratio (2/5), she becomes a forfeit 7 when flipped or with Security Control out, or 9 when both. She also can’t be targeted by weapons when present with your Jedi, further protecting her forfeit. Also a nice destiny 3. Note: she doesn’t draw on her own, and lacks attrition immunity - unlike her virtual version. 0-4x, depending on your Amidala persona preferences.
Padme Naberrie (V)
An LS mains staple for clearing high immunity characters, vehicles and ships. Less effective here because you can’t run Leia or Luke, so for the most part Anakin will be your only available Skywalker (Shmi is available via the pull chain Obi-Wan -> Slave Quarters -> Shmi) and he’s best used in space. 0-2x, depending on your style.
Queen Amidala - (AI)
Generally not seen in Hyperdrive pre-virtualized objective as she's more at home in WHAP, but she's the better choice if you run a heavy clone package for her defensive text. Same deploy cost as virtualized Padme. May be the better choice if expecting more DS mains to give Obi the defensive boost, but then again she doesn't \/ Obi or Qui-Gon or blank Vader’s text.
Like in WHAP, Aayla helps if DS stacks a site you need to maintain or seize control of. She also adds a battle destiny with two clones or aliens (you can’t mix and match), and can’t be hit unless all your other clone and aliens is hit. She recently received an EP1 icon, so she now works with Jedi Business. She can also wield a Jedi Lightsaber (V). 0-1x.
An interesting character if you have interrupts or cards you want to cycle (Artoo, Brave Little Droid or It Could Be Worse, e.g.) if you don't run Threepio With Parts Showing. Deploy 5 (to EP1 site) and an 7 ability pilot for Zuckuss in Mist Hunter and Jedi Council Member for Are You Brain Dead?! Your objective's force activation text or Another Pathetic Lifeform can help with the costs for his text.
Mace Windu (V) - (AI)
Jedi Business enabled this monster of a character, and gave LS another reason to keep Anakin in space. Nice forfeit 8. He is harder to get on the table if you don't run non-virtual Padme Naberrie, since in that case you're likely using the Outskirts pull to fetch Master Qui-Gon (V). Note that his anti-Fett text works regardless of whether he is at a site or in space. I’ve never put Mace on a starship, but it could happen. If he is with Anakin or Vader and Jedi Business is out, he still retains his game text-given attrition immunities. 1-2x if you start/run Jedi Business, 0-1x if you don’t. Only drawback: 7 is a lot of Force to pay to deploy a character, even if he is a tank.
Master Qui-Gon (V) - (AI)
Your second most important ground character, as he nixes the objective-given immunity to Maul and permits you to stack cards (from hand) on Credits if you’re losing force from a DS effect (or /\ a non-Control EP1 interrupt). Versus decks that cause damage via effects, he’s your City Outskirts pull unless you get him promptly via Padme non-v. His upload text also tends to skew your interrupt package slightly. Only quibble with him: he’s only forfeit 7. Deploys for 5 to an EP1 location with Jedi Business out. Note that there is an AR entry which limits his upload/stacking text to once per source of force loss, so you can’t upload three times if you lose three force from Tatooine Occupation, e.g. 2x in most decks.
Qui-Gon With Lightsaber
An interesting persona choice if you would prefer a matching saber elsewhere or don’t run matching sabers. Deploys for 6 with Jedi Business out, making his deploy cost a little more palatable. Make sure you run Are You Brain Dead ?!, A Jedi’s Resilience and/or Old Ben to keep him on the table. Efficient (Maul) killer, though, for a deck with limited EPP options.
Qui-Gon Jinn - (AI)
An interesting meta choice if you’re going to be dealing with hordes of aliens. Master Qui-Gon (V) is better almost all other times. Forfeit 9, which helps. Emil's vset 10 playtesting deck ran 1x Master Qui-Gon (V) and 1x of this.
Plo Koon (V)
New with set 10, Plo Koon (V) is your second best pilot. His excellent deploy cost and ability to make an EP1 starfighter fully immune means he’s the best pilot to stick on the QRS (or Azure Angel) that isn’t named Anakin. When flipped you can just retrieve that force back into hand. Combine him on the QRS with Anakin and you’ve got a hell of a ship. Note his immunity-creating text doesn’t work on capital starships, so no luck getting him to make the Acclamator fully immune. Only drawbacks: no built-in immunity and his forfeit - a meager 5 - is also paltry unless you use his gametext. 1x.
Yoda, Keeper of the Peace
A protector against multiple destiny draws, destiny cancellation like from Close Call (V), MKOS flip side, or Tarkin (V) in ISB, or destiny modifcations via, A Dark Time For The Rebellion (V) or Watto at your Junkyard, and protects your characters from Force Lightning. They don't call him Pacifist Yoda for 'nuthin. Him and a Smoke Screen make an excellent pair. And he received an errata in vset 11 to make him a Jedi Council Member, so he works with Are You Brain Dead?! Don't be afraid of putting him in space in a pinch (on QRS) to protect against multiple destinies against you. Only quibble: like Master Qui-Gon (V), he's only forfeit 7. Also, watch out for Dagobah: Cave.
See her Jedi entry above.
Chewie with Bowcaster
Like Solo, deployable because he’s an alien (regardless of his Resistance icon). His usefulness vs. walkers and DS characters in general cannot be overstated. 1x, 2x if you plan to make him your agent vs. Map, are playing Jimmydrive, or anticipating DS walkers (ROPS(V); IE). Only drawback: 5 deploy for a character that doesn't draw on his own and is easily choke, trampled, or vulnerable to gametext cancellation by Darth Vader, Emperor's Enforcer.
A solid set 10 pilot that functionally makes the QRS immune <6. He can also protect against shenanigans like Imperial Enforcement (V), Sith Fury (V) or Grand Moff Tarkin (V)’s re-draw game texts. Ability 4 so he protects the QRS from Zuckuss in Mist Hunter. 0-1x, depending on your space package. Bonus points for being one of the original cards I remember having 20+ years ago.
Ellorrs Madak, Pilot Instructor
Useful if you need/anticipate needing Lateral Damage protection, as none of your ships are immune to it. He’s also undercover spy protection. Only drawback: unlike Corran Horn, he's ability 3. 0-1x.
Jar Jar Binks
How can we make Jar Jar Binks more annoying? Let’s let him ping DS when Hyperdrive is fiipped! Seriously though, he’s better off taking out a low ability DS character or acting as a pseudo-spy. Another undercover spy killer with Wesa Gotta Grand Army. 1x recommended. Pair with Brisky Morning Munchen to cycle and abuse him.
General Jar Jar - (AI)
More of a AITC or WHAP choice if you're running Rebel Leadership (V), but an alternative Jar Jar persona option if you're anticipating lots of droids (think Court: P-59, P-60, Guri, 4-LOM) or want to cycle him with Brisky Morning Muenchen. Seems better in AITC as your rep or in WHAP where you have Leaderships for General Kenobi than in Hyperdrive (V).
Lando with Vibro-Ax
The best available Lando persona in Hyperdrive (V), as he’s an alien, has a good deploy/forfeit ratio to Tatooine, and adds a battle destiny at Tatooine sites. His axe-exclusion and battle destiny adder text is excellent for winning battles at the Junkyard. 1x, 2x if you’re playing Jimmydrive. Watch out when flipped - he will lose his deploy modifier to Tatooine sites, an unfortunately interaction that has almost made me cut him.
Lando Calrissian (V)
Anti-Maul (primarily) text and the ability to upload Yoxgit. I prefer the Ax persona, which helps win battles.
Ability 4 pilot, reduces opponent's total battle destiny by 1, and deploy of 2. plus permits immediate (vs. Lady Proxima's control phase limitation) ability to search the top three cards and take an alien into hand - useful for getting the destiny 1 characters (EPP Chewie, Solo, Lando with Vibro Axe, Boshek (V), etc.) out of your deck. Her battle destiny reduction text gets around things which prevent battle destiny modification and can make the QRS functionally immune <4.
Deployable for the same reason as Chewie with Bowcaster. 1x as he’s a great pilot and is maybe your agent vs. Map (thankfully generally out of the meta since 2020 EGP). now pullable by vset 11's Where's Han? Him piloting the QRS doesn’t satisfy Zuckuss in Mist Hunter, though.
Since you can’t play Baragwin as it is a three-dot, Yoxgit is your best bet from a character perspective from getting back important weapons or devices, like a lightsaber or Landing Claw. It’s also not retrieval, so it isn’t affected by Secret Plans, Come Here You Big Coward, Do They Have. Code Clearance, or I Want That Map objective’s seven side. 1x if you run it.
Useful for cancelling space destinies, but also protects your ships from Lateral Damage. Not easily cyclable without Threepio, but perhaps something to consider if you're running Seeking An Audience (non-v). A nice destiny 6, too. Doesn’t add to maneuver, though, which is fine since the QRS since it has armor. Watch out for A Dark Time For The Rebellion (V) or Imperial Justice (V).
Likely a 61st card vs. Map - assuming you can flip - or the ability to ping if with Solo or Chewie. Maybe consider BB-8 in Black Squadron 1 now.
R2-D2 (Artoo-Detoo) (V)
Hyperdrive’s answer to the inability to play Tantive IV (V), with the caveat is that you have to deploy the ship and thus him to another location (system or docking bay) before moving/taking off to the target non-battleground system. Super cheap and once-per-game recyclable with his recent errata.He’s particularly solid on Azure Angel. Also a spy.
Not the best undercover spy defensive choice, but the option is there if U-3PO visits the Junkyard or ISB sets up a stack somewhere. Also a protocol droid if you expect Court/MKOS and tech in A Gift.
Threepio With Parts Showing - (AI)
Playable, including his pullers (the latter of which is pullable via Obi), but you are hopefully going to be uploading via Obi so often that tracking won’t be possible. Likely a personal preference. I find slots are tight enough that he is dropped around card ~65. I also find he is best in decks with dedicated location pullers (Wesa Gotta Grand Army or Speak With The Jedi Council, e.g.) that are otherwise can be dead in your hand.
Your answer to DS capitals with high attrition immunity. This card wins games by blocking a drain and satisfying Battle Order/Plan. Watch out for the plethora of things DS can run which cancel it or prevent attachment, so think about a Sense for that Ghhhk combo, e.g. or also run Yoxgit to cycle it.
If you’re ground heavy and plan to put a 'saber on Obi (either matching or vset 11's), this is an excellent way to protect forfeits. Destiny 2 hurts it though, you can't play Luke as a second target for it, the errata'd Maul, Lone Hunter prevents his weapon destinies from being cancelled or modified, and it's often the shiny thing you want to pull with Obi - but there are usually better options for this slot. Meta call if you're expecting heavy DS mains, but often you'd rather have a second Blaster Deflection or A Jedi's Concentration, or something else like Mindful Is The Future (V). Its canceller Blow Parried sees little play, but is out there since it cancels Clash of Sabers, too.
A startable effect that made Hyperdrive playable in the first place, as it allows you to once per game stack the top card of your lost pile on Credits. It also allows you to put two cards stacked on Credits into their owner’s lost pile to take from reserve (or retrieve into hand) a starship. Unless you’re confident you’re not going to flip, use this only after flipping. Useful for finding the QRS, getting back the Acclamator, or a ship that was top-decked or pitched intentionally to a drain.
The best startable effect in the game, and you should start it because you need the force activation. It also fetches an effect like Disarmed, Underworld Contacts, Relatively Unprotected, or Tatooine Celebration. No reason not to start it.
The primary current mains-and-toys option. The site deploy text, if used to deploy Tatooine: Mos Espa, means you likely need to run at least 1x Projection of a Skywalker. The \/ text is subject to The One Rule, meaning you can get a location or a lightsaber, but not both, in the same turn. Take this into account when determining whether to run Mos Espa - and whether you plan to put a lightsaber-wielding character down first turn. Also useful for checking your reserve deck.
I Must Be Allowed To Speak (V)
Used if you’re playing Jimmydrive. Tatooine: Lars Moisture Farm (V) is a better location than Mos Espa because of the conditional drain reduction, but there are also a lot of Vader and stormtroopers out there to eliminate the drain reduction or worse, get a drain bonus.
Sai’torr Kal Fas (V)
Used if you want to get Obi’s saber from Premier over his EP1 saber. Doesn’t give you the benefits for Mace and Qui-Gon, though. Likely made obsolete in Hyperdrive (V) by the creation of vset 11's Jedi Lightsaber, which gets the drain bonus of Obi's Premier lightsaber but is also pullable by Jedi Business. Again, be warned about playing all unique lightsabers - it can be too easy to miss a weapon.
Note that vset 12 will allow you to \/ a matching weapon once per turn on a character present at a site (really to prevent Rey in OA or Vader in HD, me thinks, from getting 'sabers while in a vehicle). This opens up matching weapons a bit as it alleviates the risks of missing a pull. It also primarily puts Obi's Premier 'saber as an option, which you get a drain bonus with but also can reduce forfeits - unlike Jedi Lightsaber(V).
Used if you’re running heavy Clones (1-2x Aayla; 2x Rex; 2x Cody; 3x Clone Squad Leader, 1x various other unique clones like Odd Ball, TUP, and Fives). If you run this, you can also run the 1/0 docking bays of Home One and Hoth for guaranteed activation, and the consider dropping Wokling (V) and starting this and Jedi Business, plus We're Leaving (V).
A Remote Planet
Useful for getting force drain bonuses in the face of RalOps(V) or ISB. The deploy modifier for DS characters scares me though, moreso now with Moff Gideon, the rise of Court, etc.
Useful when paired with Rebel Barrier (2-3x) to stop Maul, or any other weapon user. I previously ran 2x with several Barriers and liked the combo. Pulled by Wokling (V).
Draw Their Fire
You want to participate in battles, particularly when flipped, and so DTF makes sense. But! Hyperdrive (V) isn't traditionally a beat-down deck, so skip it unless you're going for things like Nabrun Leids, Mace's Lightsaber, Anakin's Lightsaber (V), etc. that reduce forfeits (e.g. not Jedi Lightsaber (V)). Better in Profit, TRM, or HITCO.
Evacuation Control (V)
Useful to protect against multiple battle destinies, battle destiny cancellation, or battle destiny modifications (i.e. MKOS flip side). Pairs nicely with Smoke Screen and All Wings combo. You always hope to find this early.
Honor of the Jedi
Because Hunt Down is your nemesis. An early upload of this via Obi-Wan and then pulling a Jedi via the Outskirts’s LS text can cause Visage to ping DS only. Turned off by original Kylo and No Escape (which every Hunt Down and Court deck runs), so not a great meta card right now. It also helps vs. Do Or Do Not’s force loss if you run Sense or non-v Alter.
Useful for boosting the power and drain potential of one of your characters armed with a lightsaber. Best used on one of your immune Jedi so as to minimize its loss via attrition. Yoda, Keeper of the Peace (armed with vset 11 Jedi Lightsaber) is an excellent choice since his power is lower (3). Can also force DS to spread to satisfy Resistance (or shield bust them) by threatening a drain of 3 at a location.
Helps you maintain board presence by placing characters or starships (or vehicles, which you won't have) from hand to satisfy battle damage and attrition in a battle you lost. Extremely abusive when flipped, as you can keep pitching cards from hand - such as high-forfeit Republic characters like an extra Obi-Wan (forfeit 10!) to retrieve in the next battle or a starship (Ric in the QRS forfeits for 7) to retrieve back into hand via We're Leaving (V). Cancelled by two very commonly played cards, one of which is in almost every DS deck - but neither of which is immune to Sense: Masterful Move & Endor Occupation (and non-combo, too) and almost as frequently played, Cold Feet (V). Also vulnerable to Alter, so keep that Sense at hand to protect it.
Useful for cancelling force drain bonuses, which are everywhere (Map; HD; ISB; etc.). Requires you to hold a battleground site (Junkyard) and system (yours or opponent's you move to) during your opponent's control phase, or sufficient space to outright hold a system. Moving between sites/systems to keep this activated can significantly slow down your force loss. Works well with Projections. h/t FlorisV for recommending this.
[url=hhttps://res.starwarsccg.org/cards/Images-HT/starwars/JabbasPalace-Light/large/projectionofaskywalker.gif]Projection of a Skywalker[/url]
Useful if you want to ignore your opponent and stack at the Junkyard. Pullable by Wokling (V). A great meta call vs. RalOps(V) and Map. Like it at 2x, or two total between these and Menace Fades.
More of a tech vs. TTO, Star Destroyers, Blizzard 2 (V), and anything that can react (since you don’t have a Rebel to give up vs. non-Jabba's Price CCT, which sees little play anyways). Useful if you plan on having more than a token space package so you can get through the immunity of The Finalizer or Chimaera, e.g. A great destiny to just have in the deck, too. Try not to draw it for Sense destiny.
Sando Aqua Monster
Useful if you expect lots of Imperial Justice (V), getting through your own Evacuation Control (V), or Yoda, Keeper Of The Peace. Abusive potential when flipped.
Celebration is the most interesting effect the virtualized objective has opened up. Pullable by Wokling (V), it requires a sufficient space force to protect the system and solid ground to hold a site or two. No Cantina shuffle though. Probably a “win more” card. Tatooine also becomes a drain zero vs. ROPS(V).
Useful for force generation and protecting your drains at the Junkyard from ISB, RalOps (V), Image of a Dark Lord (V), or Dark Waters, if you can get two aliens there (Solo, Chewie, Lando, Jar Jar, Ellorrs, Boshek (V), Maz, or Aayla). Pullable by Wokling (V) and Seeking An Audience (non-V), the latter of which can also \/ 3PO with Parts Showing and an R2 persona of your choosing. See Locations and Activation below.
A Jedi’s Concentration
A must if you’re running lightsabers. So useful vs. EPP Maul, EPP Kylo, EPP Mara, etc. Really like this as a 2x vs. mains, 1x otherwise given the splashable EPP's everywhere.
All Wings Report In & Darklighter Spin
A must if you’re running any ships of significant maneuver. Obi can upload ships, so less necessary to run this in multiples if you’re going a heavier space package. Like this as a 1x per unpiloted starfighter, no more.
Alternatives to Fighting
Cancel a space battle. Hyperdrive runs more or less token space, so keeping a ship up there to satisfy Battle Order/Plan for another turn can be beneficial. Abuse potential when flipped if you can subsequently battle elsewhere to retrieve it into hand and maintain your space presence while at the same time keeping the QRS in space to maintain the force generation to pay for it each turn.
Alter (V) (COR)
Same text as the Premier version, but this time you can take in from Reserve via Master Qui-Gon (V).
Are You Brain Dead?
A mini Houjix for your Jedi Council Members, such as Mace Windu (V) or Plo Koon (V) (Qui-Gon is not a JC member, but vset 11 errata'd Yoda, Keeper Of The Peace to be one) or to protect your EP1 Jedi from attrition unless a Dark Jedi is present. Particularly abusive if Kit Fisto or Threepio With Parts Showing can track the Jedi Council Master back into hand and you can retrieve this back into hand by being flipped. EP1 icon.
Ascension Guns (V)
Useful to cycle through your Reserve deck and prep your next destiny if DS has a character at your site. Pair really well with Master Qui-Gon (V)'s upload text or padawan Obi. EP1 icon.
Bith Shuffle & Desperate Reach
An Imperial Barrier canceller, and a cycleable 5. At least one canceller for Imperial Barrier is recommended because having the Jedi you deploy with the City Outskirts' text can be painful.
Another must for protecting your Jedi and padawans from weapons. Even though the new Maul, Lone Hunter cancels this at his location and you may be inclined to cut it, Dark Side has received Aurra Sing with Blaster Rifle, which draws two weapon destinies when targeting your Jedi. Keep it it only for this new threat.
Clash Of Sabers
Divisive but another must if you’re running sabers, as excluding a character from battle, preferably after it gets 'hit' to make it immediately lost, is extremely helpful for winning battles at the Junkyard. Far stronger than its DS counterpart because DS lacks a textual mirror for Weapons Display. Incredible strong with the flip side’s retrieval. Clash is getting more counters in vset 11, so perhaps consider dropping this for an interrupt that will have more chances of going through.
Keep a lone character protected by all but the highest weapon destiny draws or move away. Doesn't protect Chewie or your clones from weapons, though. The move away is a react and subject to cancelation by Sense, Ghhhk combo, or Sacrifice & Lana Dobreed, and it is also shielded.
Effective Repairs & Starship Levitation
A soft Invasion meta counter that your opponent effectively must grab in that mach-up. Also useful for retrieving Tatooine Celebration or Projection Of A Skywalker if either get cancelled. Also protection against Lateral Damage, which is seemingly everywhere. If you’re running more than just the QRS for space, consider this so you can find ships faster If you draw them for destiny. Watch out for Do They Have A Code Clearance if you're using it to retrieve a card.
Heading For The Medical Frigate
Your starting interrupt.
Hear Me Baby, Hold Together (V)
Generally not used in Hyperdrive because you have no valid targets for I Have You Now in your deck, but vset 11's rise of Court and arebelspy's 2019 Continentials finals appearance with AOBS should give you pause to omit it. Good tech vs. Hidden Weapons (Court, AOBS), Cease Fire (Court, again) or Overload (super rare).
Help Me Obi-Wan Kenobi (V)
Lots of relevant text here for Hyperdrive. Move away a nasty ability <2 character (First Order Stormtroopers, FN-2003, 4-LOM, Greedo(V)); cancel a react (Greedo (V); Laser Cannon Battery; Blizzard Scout 1 (V); etc.); or add a battle destiny if Obi-Wan is at a site and your other Republic character is in a battle at a battleground. Non-unique so abuse potential when flipped to play more than once per turn if you are spread to three locations. Destiny 3 hurts it and it it doesn’t have a usable puller, either.
Not needed so much since you focus on stacking a single site. But woe is the player that lacks it when it is needed.
Houjix & Out of Nowhere
An interesting option since Azure Angel, The Falcon, and Bravo Fighter (V) meet its maneuver requirements, and it can help you hold space. Not pullable via Escape Pod & We’re Doomed, though, but of course fetchable via Padawan Obi.
Impressive, Most Impressive (V)
You play several Jedi, so cancelling Imperial Barrier or Stunning Leader is helpful. You Are Beaten doesn’t see as much play as Clash of Sabers, but it is out there. The once-per-game first weapons action is best used if you are holding a Clash, Sorry About the Mess combo, or have Lando with Vibro-Ax, Jar Jar Binks, or Help Me Obi-Wan Kenobi (V) so as to remove/exclude a character from battle by being able to take the first weapons phase action.
Another Imperial Barrier canceller, but this time with an EP1 icon. Bith combo is still likely the better option.
It Could be Worse
A cycleable interrupt via Obi. Watch out for It’s Worse or Tarkin’s Orders. Run Sense or It’s a Hit if you have this in there.
It’s a Hit
Cancels a whole mess of nasty DS interrupts and can help you protect a drain on Tatooine if you control the system. Most often seen in OA and QMC as of late, worth looking at if you have sufficient space and run Tatooine system.
It’s A Trap!
Cancels a battle on the ground and protects your characters from Sniper & Dark Strike combo. Useful to set up a Sorry About The Mess if DS doesn’t move away.
Jedi Levitation (V)
Unlike TRM/HITCO decks that can run high destiny characters, your EP1 Jedi are destiny 1 - meaning this is extremely beneficial for getting them out of your deck. Watch out for Do They Have A Code Clearance if you use the retrieval function. 1-2x, 3x if you’re running Jimmydrive or operating just a low number of characters (<15). Easy grabber bait.
Knights of the Old Republic
An alternative method for finding lightsabers if you run them but don’t start Jedi Business or Sai’Torr Kal Fas (V). Also, useful for retrieving an EP1 saber or a Padawan back, but again watch out for Do They Have A Code Clearance. The +2 power text can be used outside of battle, so you can cycle it or play it in a deploy phase in a turn you intend to battle.
Mindful Of The Future (V)
Pure Maul protection. Prevents EPP Maul from swinging twice if his first swing wasn’t cancelled (Blaster Deflection). Adds a battle destiny if Obi or non-EPP Qui-Gon are in battle with any Dark Jedi. Or cancels two nasty cards: Phantom Menace and Maul Strikes. This is also the reason not to play EPP Qui-Gon. Likely 1x.
You don’t play Insurrection (plain or combo), so like Profit you can run this. Movement outside of move phase is super strong. It also means you’re vulnerable to Elis Helrot. Whether to play this is likely a meta call - if you expect a lot of Imperial Arrest Order (RalOps(V)), or plain cancellers (Oo-ta, Goo-ta, Solo? (V)) it is a less effective card slot. But in those situations, all of your sites are exterior and so are RalOps(V). Easy grabber bait.
Odin Nelsoor & First Aid
A superb set 9 card that preserves forfeits, protects against Dr. Evazan, and permits transporting characters during your move phase. An EP1 icon, too. Likely 1x.
A potential blowout card that allows you to put a just forfeited character (except Obi) from a Tatooine site back on the table. Watch out for Cold Feet (V). Useful with your high forfeit characters that aren’t carrying a weapon card you’ll lose when the target of this is lost.
Perimeter Scan (V)
My preferred shield puller for Hyperdrive, and also protects you from Trample, Blizzard 4, Boba Fett, Bounty Hunter, and Stormtrooper Garrison. Don't leave home without it, especially in vset 11 meta. Greg Shaw's Day 2 2019 Continentials deck ran this as a 2x.
Quite A Mercenary (V)
Undercover spy protection and a counter to Elis Helrot. Dr. E (virtual and combo), Ephant Monn, Ponda Baba (V) are smugglers, so you can cancel their game text, too. Protection against Elis Helrot.
Stop a just deployed character or starship from battling or moving and turning a potential battle on your opponent’s terms to one on yours. Watch out for Blast Door Controls, which is itself vulnerable to Alter. A common card the /\ with Obi, and something that is often grabbed by DS.
Rescue In The Clouds (V)
Useful to cycle through your deck and cancel Close Call (V), which is seeing abuse in RalOps(V) and play still in Map. A useful 1x.
You play lots of Jedi Masters, why not run Sense? Battles can be decided by interrupts, so this can turn that tide. Watch out for Do Or Do Not, which will likely be pulled as soon as a Jedi hits the table. A personal choice here. Emil’s playtesting deck ran this at 3x.
Another card that synergizes with your Jedi Masters well, as substituting a 7 for a battle destiny gets around Close Call (V), Imperial Justice (V), Tarkin (V) in ISB, or other shenanigans. Abuse potential if you’re flipped and going to draw at least two battle destiny at a site.
Sorry About The Mess
Undercover spy protection and cover against anything you Barrier in front of one of your characters with a weapon. Not subject to the cards which cancel its combo. If you’re going going to play just one, play this.
Sorry About The Mess & Blaster Proficiency
Like its non-combo counterpart, but subject to being cancelled by Cease Fire and Imbalance & Kintan Strider, the latter of which is immune to Sense on that function. (Cease Fire itself is cancelled by Hear Me Baby, Hold Together (V).) Getting this cancelled when you are attempting to kill an undercover spy is painful. Another strong interrupt to retrieve back during battle. Nothing wrong with running 1x of this and its non-combo, too.
The Force Is Strong With This One (V)
You can play a bunch of padawans (Ahsoka; Anakin; Obi-Wan), so an interesting meta call if heavy DS mains are expected. Abuse potential when flipped, as it's non-unique.
They’re Tracking Us (V)
A solid utility interrupt to protect a character (or ship) from a weapon or having their/its attrition immunity broken. Can also be used to reduce DS’s battle destiny to win a battle that otherwise would have tied. The force activation is nice if you need to cycle it, facing First Strike, Greedo (V), etc. A really good 60th card if you have the slot.
See You Around Kid
Although primarily Map tech to stop someone like FN-2003 from from ruining one of your weapon-swinging-character's day, useful to prevent cancellation of a destiny (GMT (V); Sith Fury (V); MKOS flip side; etc.). Also nice to cycle through your force pile, or tracking a high destiny. Note that if you use this for prevent destinies from being canceled in battle, this will also mean your Jedi Levitation (V) won't work.
Tech versus walkers if you’re running characters with lightsabers and a Rebel Barrier (on General Veers (V) and/or Perimeter Scan (V) (vs. Blizzard 4) to ensure a combat vehicle is parked in front of you. Even though you run characters with 'sabers, its better in HITCO or TRM which runs a lot more 6 destiny cards. Too narrow and not enough utility to really be useful here unless you really, really tech for it.
An interesting card for getting your lightsabers if you don’t start or run Jedi Business/Sai’Torr Kal Fas (V). It only takes a single weapon stealing, NPE as it is, to make your opponent pull the shield the next time you meet. Also cancels You Are Beaten, which as noted above sees less play than its LS counterpart. Watch out for its counterpart. Useful if you're trying to shield-bust your opponent, which is possible given your retrieval and Sense/Alter usage.
A cycleable interrupt via Obi if you run R2-D2 (V) (or Threepio, which can also help the cycling). Can shut down small drains and is easy grabber bait.
In addition to the Junkyard and Outskirts which you start, what you run for sites will depend on how you like to use Obi’s pull. I prefer to use it to get defensive interrupts, like a Rebel Barrier. Depending on your opponent and board state, you may want activation.
Coruscant: Jedi Council Chamber
Pair with 1-2x Speak With The Jedi Council. It cancels vset 11 Jedi Lightsaber's force drain bonus, so skip it if you're including one or more of those. JCC tends to be a more of a liability with DS putting a spy there (especially late) to threaten a drain of 3. This more so because Hyperdrive (V)'s objective deployment restrictions cause it to lack access multiple, often one-off, lightsaber-swinging EPP's that a deck like TRM, HITCO, or TIGIH has to efficiently clear multiple characters who invade their non-battlegrounds.
Dagobah: Yoda’s Hut
An interesting activation choice since DS can’t deploy to it and Obi can fetch it. Trade the Speak With Jedi Councils for Rescue In The Clouds (V), Control & Tunnel Vision, and/or See You Around Kid. to help find it. Ahch-To: Saddle also works, and you can use it to verify your deck each turn (almost- watch out for Podracer Collision) consequence-free.
Kamino: Clone Birthing Center
vset 11 gave LS the Kamino system, a 2/2 that can be used to \/ related sites. In this case, it can get this 2/0. Similar DS text to the HO: War Room, but you're not likely to be battling here (and if you are, DS probably deployed a spy here that you need to clear). One issue: going this route and a heavy enough space package for the system means unless you open-hand this, you're giving up at least 4 icons on DS's turn 2.
Naboo: Boss Nass Chamber
The better of your two twixes as its puller Wesa Gotta Grand Army (a 2-3x here) works to protect forfeits and with Jar Jar.
Tatooine: Lars Moisture Farm (V)
Useful if you run Jimmydrive, otherwise skip it. EP1 icon for Captain Rex.
Tatooine: Mos Espa
Pullable by Jedi Business. If you run it, grab a Projection of a Skywalker or two. The more I played this the less I liked it, as it's a vulnerable site whose gametext doesn't do anything for you. Easy activation, though. EP1 icon. Better in Tatooine CP(V).
Tatooine: Slave Quarters
An interesting activation choice since it fetches Shmi Skywalker (and then Threepio with Parts Showing). Its movement text also works with Mos Espa. Probably better in a Jedi Business Tatooine CP(V).
You have about three good options for a system pull if you run one. When (or whether) you deploy it is up to you. I recommend playing a system, even if you play minimal space (Ric in QRS only) if only so you have somewhere to go mid/late game to satisfy Battle Order/Plan, get a third battleground, satisfy Come Here You Big Coward, etc.
One of the best systems in the game by limiting DS’s ability to draw multiple battle destinies. It also enables Tatooine Celebration and Concentrate All Fire or Taking Them With us for your characters at Tatooine sites if you run sufficient space where you plan on holding a system.
Useful if you intend on deploying to space late to satisfy Battle Order/Plan. A nice parsec 0, too.
vset 11 gave LS this 2/2 system that is a drain -1 for DS if LS has two clones on the table. LS was missing a system like this what wasn't named Kessel. Parsec 7, so still in range of Tey How in the Invasion matchup. A must for Clones. Likely made Naboo obsolete. If you rely on this for activation, be prepared to defend or otherwise handle the drain potential here. Whether that means playing more clones or a heavier space package, or Landing Claw, is just one issue to address.
In addition to Wokling (V), you have about two options for additional activation that isn't in the form of a location or Jedi Master. Together with your started sites, Kamino system and Kamino: Birthing Center, add these two for six total activation cards, as most decks run six to seven total locations.
Another Pathetic Lifeform
Allows you activate 1 Force on your opponent's turn if you occupy a battleground site. Doesn't usually see play in Light side decks because of Wokling (V). But here, its particularly good late game or when flipped when Force management can get tricky - the extra +1 on your opponents turn to pay for retrieval or battles in multiple places can be nice. Also useful to be able to draw that bottom card of your Force pile and then be able to activate on your opponent's turn for a Barrier, interrupt, etc. Nice destiny 5, too.
Useful for an unconditional +1 activation, and if you run enough aliens, preventing your Force drains from being modified at Tatooine sites where you have two of different titles. Pullable by Seeking An Audience non-(V) and Wokling (V), and a solid-enough destiny 4. Useful against decks that can convert your Junkyard or Mos Espa, such as Imperial Entanglements. Vulnerable to Alter (and (V)). Probably mandatory right now with the creation of Slip Sliding Away (V) decks that use Dark Side's Watto's Junkyard as their battleground, as your opponent will convert your Junkyard when they deploy their starting interrupt because your objective will resolve before their starting interrupt is played.