Primer: The Hyperdrive Generator's Gone (v) (Hyperdrive-v)

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Primer: The Hyperdrive Generator's Gone (v) (Hyperdrive-v)

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TABLE OF CONTENTS
  • General Description
  • General Strategy
  • Key Cards
  • A Note on Using Obi's Gametext
  • Decklists
  • Match-ups and cards to watch out for
  • Game Library
GENERAL DESCRIPTION
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Hyperdrive is an Episode I based deck focused around Republic characters, EP1 Jedi, and aliens on Tatooine. Its general goal is to gain and maintain control of Tatoine: Watto’s Junkyard, and stack cards on Credits Will Do Fine so as to flip the objective - which can’t be flipped back.

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.
GENERAL STRATEGY AND STARTING SET-UP
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Early game

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).

Midgame

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.

Lategame

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.
KEY CARDS

Starting cards
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The Hyperdrive is Gone (V)/We’ll Need a New One

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).
CHARACTERS

Republic Characters
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Hyperdrive (V) is one deck where oddly enough the forfeits of your non-Jedi characters - Padawans in this case, naturally meet or exceed those of your Jedi, particularly when flipped. Be mindful of this when selecting your character package. Going too light on Republic characters reduces the benefits of the flip-side's power and forfeit bonuses to them.

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.

CT-5387 (TUP)
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.

Commander Cody
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.

Dormé
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.
Jedi
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Aayla Secura
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.

Kit Fisto
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.
Aliens
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Aayla Secura
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.

BoShek (V)
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.

Maz Kanata
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 <6.

Solo
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.

Yoxgit
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.
Droids
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Artoo, Brave Little Droid - (AI)
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).

BB-8 (Beebee-Ate)
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.

R-3PO (Ar-Threepio)
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.
DEVICES
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Landing Claw
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.

Obi-Wan’s Journal
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.
EFFECTS

Every deck
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We’re Leaving (V)
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.

Wokling (V)
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.
Third startable effect
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After We’re Leaving (V) and Wokling (V), what you do with your third starting effect slot will affect how you build your deck.

Jedi Business
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).

Security Control
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).
Miscellaneous effects
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Hyperdrive (V) can run a few key non-started effects due to Obi’s take-from-reserve text and starting Wokling (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.

Disarmed
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.

Lightsaber Proficiency
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.

Mantellian Savrip
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.

Menace Fades
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.

Projection of a Skywalker
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.

Relatively Unprotected
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 Prize 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.

Tatooine Celebration
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).

Underworld Contacts
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.
INTERRUPTS
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As usual, your interrupt package will be the most varied from deck to deck. One thing you’ll find with Hyperdrive (V) is a skew toward a few lesser used EP1 interrupts because Master Qui-Gon (V) can upload EP1 interrupts except Control if you lose force to your opponent’s effect.

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.

Blaster Deflection
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.

Dodge
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.

Houjix
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.

Inconsequential Barriers
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.

Nabrun Leids
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.

Old Ben
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.

Rebel Barrier
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.

Sense (Premier)
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.

Smoke Screen
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.

Under Attack
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.

Weapon Levitation
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.

We’re Doomed
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.
LOCATIONS AND ACTIVATION
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Sites

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).

Systems

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.

Tatooine (EP1)
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.

Coruscant (EP1)
Useful if you intend on deploying to space late to satisfy Battle Order/Plan. A nice parsec 0, too.

Kamino
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.

Effects

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.

Underworld Contacts
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.
Last edited by CRG on October 5th, 2020, 6:55 am, edited 102 times in total.


Primers and Decklist/Match up/Game Libraries for: Hyperdrive (V) and Hunt Down. Teach your kid SWCCG!

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Re: Hyperdrive (V) primer

Post by CRG »

STARSHIPS
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Every deck

Ric in Queen’s Royal Starship
This ship was built for Hyperdrive, since it adds a battle destiny when flipped. Only a single pilot slot, which should be used for Anakin, Plo Koon (V), Boshek (V), or Maz. 1x since you can get it back via We’re Leaving (V). Remember that it has armor, not maneuver, so you can’t use All Wings combo to substitute a battle destiny. Enough passenger slots to stack sufficient forfeit fodder. Vulnerable to Lateral Damage, though.

Additional options

If you run more than a single ship - and the platform is better if you run more than a single ship - you have a couple of good options. You can surprise an unsuspecting opponent with a quickly gathered fleet, especially if you grab two ships immediately upon flipping.

Azure Angel
Anakin or R2-D2(V) makes this maneuver 6 and immune <5. Add both and maneuver 8, immune <6, and power 8 with Anakin's +1 destiny draws text to boot. The ability to cancel Imperial Command or other space-battle interrupts (All Power to Weapons, Short Range Fighters & Watch Your Back, etc.) is fantastic. An excellent third (or fourth) ship. If you run it, go with 2x Anakin and 1x All Wings Report In & Darklighter Spin - I’ve found it hard enough to pair him on it, so don’t skimp on those slots if you add his ship. Only major downside: no passenger slots.

BB-8 in Black Squadron 1
vset 11 gave LS decks this interesting ship. Built-in attrition immunity, Resistance icon, and BB-8 to keep retrieval on vs. Map. The built-in immunity, only <4, is a token-amount, but toss on Maz (opponent's total battle destiny here is -1) or Boshek (V) (use 1 force to reduce opponent's just-drawn destiny by 1), or have a They're Tracking Us (V) (same), and you've got a ship that's immune <5. Solid destiny (pi), too. No EP1 icon, of course, and Poe isn't playable. But an idea.

The Falcon
I originally went back and forth on this one. On one hand, you’re likely going to play 2x Solo or Chewie and need a Resistance character at Jakku to kill the Finalizer, but you also want your agent on the ground vs. Map to keep it on the zero side. Without the ability to play Rey and your EPP options limited, it's likely better to omit this and plan on playing Chewie to the ground or pair him with Solo on one of your other ships. If you do play it, remember that if EPVII Han or Chewie aboard, the maneuver is a reset to 6, so neither R2-D2 (V) nor Anakin will add to maneuver. It also doesn’t work with Acclamator’s +attrition text.

Acclamator-Class Assault Ship
The best second and/or third ship in Hyperdrive (V) as it adds +1 to attrition for each piloted Republic starship at that location, has huge capacity, and solid deploy/forfeit (although I think it should be a 4 deploy a la Tantive IV (V)). It’s your only available capital, but also doesn’t have immunity (you can throw in R3-T2 or Capital Support if you are really concerned about that). Useful also if you run Tatooine (EP1) and can then shuttle characters up as forfeit fodder. Plo Koon (V)’s immunity text doesn't work with it. Very useful to retrieve into hand via We're Leaving (V) and re-deploy to the QRS's system to get an additional destiny when flipped and attrition +1 for each Republic ship there (two in that case). Consider running this (plus Ric in QRS) as a 2x, but note that if you put them together, the cumulative rule will prevent the +attrition text from working more than once. Only other issue: no starship capacity, so you can’t deploy a star fighter to its cargo hold.

Bravo Fighter (V)
A token space option that draws on its own (with an ability 4 pilot to help vs. ZiMH) whose “hit” text is only really useful vs. Zuckuss in Mist Hunter or Emperor’s Personal Shuttle if you manage to kill the piloting character. Nice maneuver 5 for Spin combo. Better in WHAP where you can cancel destinies and get power boost from the objective.
WEAPONS
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Matching lightsabers
You have six options for lightsabers, all but one of which are pullable via Jedi Business: Mace’s; Qui-Gon’s (Tat); Qui-Gon’s (Ref 3); Obi-Wan’s (Ref 3); and Obi-Wan’s (Premier); and Anakin’s (V).

As for the lightsabers with multiple personas, it’s likely a personal preference, but I prefer the drain bonus from Qui-Gon’s Tatooine lightsaber over his Ref 3 'saber since you need all the damage you can get. I also don’t care much for Obi-Wan’s EP1 lightsaber, but it does help hit Maul and get you a weapon for A Jedi’s Concentration, Clash of Sabers, or Sorry About the Mess. I prefer Anakin in space, so generally opt against putting his v-set 10 lightsaber in. And if you run more than 1 Mace Windu (V), consider 2x of his lightsaber.

When considering whether to run a matching lightsaber for Obi, consider what you want to do first turn - if Obi is in hand, do you want him down, deploy a lightsaber, and upload Barrier with We’re Leaving (V) and Obi’s text? Or something else?

Be careful about running more than one unique lightsaber. This isn't Profit, so if you miss a unique lightaber \/ with Jedi Business, you'll have to wait until next turn. That could mean the difference in a game (i.e. if you were relying on that weapon for Disarmed, Clash of Sabers, or A Jedi's Concentration).

Jedi Lightsaber (vset 11)
Vset 11 gave LS this EP1 non-unique saber that can go on any padawan or character of ability >4 with no warrior requirement - Yoda gets a saber, yo. No forfeit reduction (can't be be used to satisfy attrition instead) and the Jedi Council Chamber nixes the drain bonus, but an interesting back-up to a matching 'saber route. Because 'hit' targets can't be used to satisfy attrition, it prevents shenigans such as Lana Dobreed & Sacrifice, Ephant Monn, Self Destruct Mechanism, and Stormtrooper Cadet.

If you're running more than 1 unique saber and no JCC, I'd recommend going this as a 1x or 2x plus that one unique 'saber. More versatility and flexibility. Note that the drain bonuses for having two of these at a single site are not cumulative (AR 3.0 p. 1-18 to 1-19).
ADMIRAL’S ORDERS
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Lastly, because you can deploy systems you also have the ability to use select Admiral’s Orders. Pick one, if any - but likely only if you're playing Tatooine as your system - skip it otherwise. An easy card to cut as it seems like a "win more" card despite the nice destiny in a deck that needs more of them.

Concentrate All Fire
A boost to your characters with attrition immunity, particularly those who are weapon users: Mace Windu (V); Master Qui-Gon (V); Anakin; and Obi-Wan, PL (V); Padme (V) or Queen Amidala, to protect them from attrition. Doesn’t boost defense, so this AO perhaps makes the most sense against decks that generally lack weapons, like RalOps(V).

Taking Them With Us
An interesting AO since a huge number of your characters are non-pilot warriors: All of your Jedi except Plo Koon (V) and Kit Fisto; Padme personas (original and virtual versions) Obi; and all of the clones except Odd Ball. Defense value is critical for preserving those forfeits. Also works with Acclamator if you run Concussion Missiles (which also work on The Falcon). Probably the best overall choice of AO’s you have, and most useful versus weapon-using DS decks, like HD.
A NOTE ON USING OBI-WAN’S GAMETEXT
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As noted above, when a card is stacked on Credits, you can use Obi’s gametext to take a non-character card into hand. You should use this to shore up any weaknesses in your hand or otherwise fill a need to further your aim: winning or taking control of the Junkyard. This will often be a defensive interrupt such as a Rebel Barrier, weapons protection such as A Jedi’s Concentration, or a match-specific need such Evacuation Control (V) or We’re Doomed & Escape Pod. You generally have a lot of options to choose from, especially initially, and it takes some practice to make the right selection. Late-game, you may opt not to take a card from your Reserve Deck, as it can reduce your destiny average since you cannot take characters. You could also pick up a Rescue In The Clouds (V) or Ascension Guns (V) to then try and pick out a character or prepare your destinies, for example.

Hyperdrive (V) decks tends to require numerous cards in its Reserve Deck given the number of weapons which can be fired (Mace (V) being a big culprit here) or destinies drawn, so reducing your available cards by 1 can be detrimental. Count carefully, and watch out for Close Call (V).
DECKLISTS
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Jeffery Johns MPC 2019 (vset 10 meta)

Jimmydrive

Emil’s v-set 10 playtesting deck.

CRG's vset 11 (Jawa Cup Format) Hyperdrive (V) - Kamino Mains.

Martin den Boef's Hyperdrive (V) Jedi Business, Netherland's Nationals 2019.
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STARTING
1x Anger, Fear, Aggression (V)
1x The Hyperdrive Generator's Gone (V)/flip
1x Tatooine: City Outskirts
1x Tatooine: Watto's Junkyard
1x Credits Will Do Fine
1x Heading For The Medical Frigate
1x Jedi Business
1x We're Leaving (V)
1x Wokling (V)

CHARACTERS
1x Aayla Secura
1x BoShek (V)
1x Chewie With Bowcaster
1x Lando With Vibro-Ax
1x Maz Kanata
1x Solo
2x Mace Windu (V)
1x Master Qui-Gon (V)
1x Plo Koon (V)
2x Anakin Skywalker, Padawan Learner
1x Captain Rex, 501st Legion
3x Obi-Wan Kenobi, Padawan Learner (V)
2x Padme Naberrie (V)

DEVICES
1x Landing Claw

EFFECTS
2x Projection Of A Skywalker
1x Relatively Unprotected

INTERRUPTS
1x A Jedi's Concentration
1x Alter (V)
1x Blaster Deflection
1x Clash Of Sabers
1x Dodge
1x Hear Me Baby, Hold Together (V)
1x It Could Be Worse
2x Jedi Levitation (V)
1x Nabrun Leids
1x Odin Nesloor & First Aid
2x Old Ben
1x Perimeter Scan (V)
1x Rebel Barrier
2x Rescue In The Clouds (V)
1x See You Around, Kid
1x Smoke Screen
1x Sorry About The Mess & Blaster Proficiency
1x Where's Han?

LOCATIONS
1x Kamino
1x Kamino: Clone Birthing Center
1x Tatooine: Mos Espa

STARSHIPS
1x Bravo Fighter (V)
1x Ric In Queen's Royal Starship

WEAPONS
2x Jedi Lightsaber (V)
1x Qui-Gon's Lightsaber
CRG's vset 10 Clones
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1x Anger, Fear, Aggression (V)
1x The Hyperdrive Generator's Gone (V)/flip
1x Tatooine: City Outskirts
1x Tatooine: Watto's Junkyard
1x Credits Will Do Fine
1x Heading For The Medical Frigate
1x Security Control
1x We're Leaving (V)
1x Wokling (V)

2x Aayla Secura
1x Chewie With Bowcaster
1x Jar Jar Binks
1x Lando With Vibro-Ax
1x Solo
1x Master Qui-Gon (AI) (V)
1x Plo Koon (V)
1x Ahsoka Tano With Lightsabers
2x Anakin Skywalker, Padawan Learner
1x CC-2237 (Odd Ball)
1x CT-5385 (Tup)
2x Captain Rex, 501st Legion
3x Clone Squad Leader
1x Commander Cody
1x Dorme
2x Obi-Wan Kenobi, Padawan Learner (AI) (V)
2x Queen Amidala (AI)

1x Landing Claw

1x Underworld Contacts

1x A Jedi's Concentration
2x Ambush (V)
1x Blaster Deflection
1x Dodge
1x Jedi Levitation (V)
1x Keep Your Eyes Open (V)
1x Knights Of The Old Republic
1x Nabrun Leids
2x Old Ben
1x Rebel Ambush
2x Rebel Barrier
1x Weapon Levitation
3x Wesa Gotta Grand Army
1x •Odin Nesloor & •First Aid
 
1x Home One: Docking Bay
1x Hoth: Echo Docking Bay
1x Naboo: Boss Nass' Chambers

1x Ric In Queen's Royal Starship

1x Anakin's Lightsaber (V)
1x Qui-Gon's Lightsaber
CRG's vset 10 matching ships
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1x Anger, Fear, Aggression (V)
1x The Hyperdrive Generator's Gone (V)/flip
1x Tatooine: City Outskirts
1x Tatooine: Watto's Junkyard
1x Credits Will Do Fine
1x Heading For The Medical Frigate
1x Get To Your Ships!
1x We're Leaving (V)
1x Wokling (V)

1x Taking Them With Us

1x Aayla Secura
1x BoShek (V)
1x Chewie With Bowcaster
1x Jar Jar Binks
1x Lando With Vibro-Ax
2x Solo
2x Master Qui-Gon (AI) (V)
1x Plo Koon (V)
2x Anakin Skywalker, Padawan Learner
1x Captain Rex, 501st Legion
4x Obi-Wan Kenobi, Padawan Learner (V)
1x Officer Dolphe
2x Padme Naberrie

2x Projection Of A Skywalker
1x Tatooine Celebration

1x A Jedi's Concentration
2x All Wings Report In & Darklighter Spin
1x Blaster Deflection
1x Jedi Levitation (V)
1x Knights Of The Old Republic
1x Mindful Of The Future (V)
1x Nabrun Leids
1x Perimeter Scan (V)
1x Rebel Barrier
1x Sorry About The Mess
2x Speak With The Jedi Council
1x Weapon Levitation
3x Wesa Gotta Grand Army
1x •Odin Nesloor & •First Aid

1x Coruscant: Jedi Council Chamber
1x Naboo: Boss Nass' Chambers

1x Tatooine (EP1)

1x Azure Angel
1x Bravo 2
1x Ric In Queen's Royal Starship
1x The Falcon

1x Obi-Wan's Lightsaber
1x Qui-Gon Jinn's Lightsaber
CARDS TO WATCH OUT FOR
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A few big changes here with the release of the tweak set/vset 12. Hyperdrive (V) isn't in a good place in the (open) meta right now as a result.

Maul, in all of his forms
No surprise here. Maul in all of his personas top the list, and all of them can give you fits. Note that if the Maul persona of choice is present with Qui-Gon and gets immunity to attrition from a source other than the zero side of your objective, he retains his other immunity (such as from his own game text or The Phantom Menace).

Thanks to Echo Base Trooper for the Maul data from the 2020 MPC.
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Echo Base Trooper wrote:
April 23rd, 2020, 12:02 am
Here are some fun stats based on the GEMP files in the previous post. Some of these are useful, many are not.

[...]

Copies of each Maul persona:
Darth Maul, Lone Hunter - 23
Darth Maul With Lightsaber - 20
Lord Maul With Lightsaber - 12
Darth Maul - 3
Darth Maul, Young Apprentice - 2

[...]
EPP Maul (or EPP Lord Maul) will likely be the most popular and most efficient for DS decks. He’s the default Maul for almost every DS deck that runs him with the exception of Combat (Lord Maul there). Master Qui-Gon (V) (or your Qui-Gon of choice) and your battle tricks, particularly A Jedi’s Concentration and Mindful Of The Future (V), are your best bet here.

Darth Maul, Lone Hunter
Recipient of an an errata with the tweak set/vset 12, now he only cancels Amidala's gametext, but his weapon destinies cannot be modified and Blaster Deflection is cancelled. At least he's only immune <5 with Qui-Gon or when you're flipped. His re-draw text plus the possibility of him getting 5 destiny draws to find a second one (assuming his lightsaber on him) means he's hard to kick off the table and you're likely going to need to do it more than once. He is the scariest Maul you can face because he's often paired with his matching double-bladed lightsaber.

Lord Maul with Lightsaber (EPP Lord Maul)
Another recipient of an errata with the tweak set/vset 12, this version of Maul can also give you fits. Although he doesn't swing twice, his drain bonus just means more risk if you lose control of the Junkyard. Decks like Hunt Down are set up to draw multiple destinies, so that bonus can quickly add up.

Lord Maul will be in Lightsaber Combat. Beating Combat is all about preventing your opponent from avoiding a battle against their primary Combat Jedi, so you’re looking for cards that stop that. Lord Maul’s battle destiny draws are +1 with Qui-Gon, so be careful there. Key cards here are Imperial Barrier cancelers and Sense or Impressive, Most Impressive (V) to deal with Stunning Leader. A tough six on Maul’s immunity when he has a lightsaber, so Smoke Screen a Jedi Master and you’ll be good.

Darth Maul (Tatooine)
Less to worry about here and the rarest Maul persona, as dueling is rare (Have you met my friend Old Allies lately?). You’ve also got a pile of characters that meet his ability requirement, too. But be careful if he's around, as he'll blank the QRS or the Acclamator if they're left vulnerable.

Darth Vader, Emperor's Enforcer and Darth Vader, Lord of the Sith
Two other Dark Jedi to worry about. These are here mostly because your primary way of drawing multiple battle destinies on the ground revolves around characters - Chewie with Solo; Lando with Ax; Rex - whose text is cancelled by Enforcer or choked out by DVLOTS. Enforcer has the added protection of being immune to Clash of Sabers and Sorry About The Mess.

Key cards in dealing with these two are: Padme Naberrie (V) to cancel game text; your lightsabers to hit him; Mindful Of The Future (V) or The Force is Strong With This one (V) to draw multiple destinies against him; K'Lor'Slug (V) (to prevent character from going lost before the damage segment, but you're tight enough on slots as it is); or simply overpowering him.

General Veers (V) while piloting any AT-AT (usually Blizzard 2 (V) or Tempest 1).

It's all fun and games until Veers in an AT-AT visits the Junkyard. Veers piloting an AT-AT is a pain for multiple reasons: He draws two battle destinies if unable to otherwise (a very, very rare game text only on Commander Skywalker (V) and Invasion objective's seven side), so he gets around Evacuation Control (V) and Yoda, Keeper of The Peace. He boosts the attrition immunity of said AT-AT by two, making Blizzard 2 (V) or Tempest 1 immune <6. He's a general, so he can use Imperial Command to limit your destinies to make that immunity harder to crack. And that AT-AT can use Trample, another tool to snuff out your low-ability characters or even a padawan with a tracked 6. Walkers aren't the easiest things to hit, either. He is one of the primary reasons IE, ROPS(V), and ISB can give Hyperdrive fits.

Key cards against him are: Chewie with Bowcaster; Perimeter Scan (V) to cancel Trample, which is a card you likely want to grab, too; Sense (Trample and Imperial Command); a second grabber; Relatively Unprotected (to cut the immunity); Mechanical Failure (techy, but possible); Smoke Screen on a Jedi Master - Veers is only forfeit 5 unless Code Clearance is out, so cracking the AT-AT's immunity kills him and the walker if DS doesn't have additional forfeit fodder, too.

Undercover spies

Not a specific card, but a group of them. UC spies mess with Hyperdrive (V) because they prevent you outright from draining at the Junkyard. U-3PO is the most common since having its cover broken has (almost) zero consequences for DS. As a result, the Hyperdrive (V) player needs multiple (three are recommended, one of which should be a character) options to clear them. Solo playing a cover-breaking interrupt from lost can help, too.Key cards: Sorry About the Mess (and combo); CT-5385 (TUP); Quite A Mercenary (V); Ellorrs Madak, Pilot Instructor; Dormé; Jar Jar Binks plus Wesa Gotta Grand Army (lost function). If for some reason you run multiple spies (Dormé; Lando with Vibro Ax; K-2SO), Double Agent is also an option, and a nice destiny 6, too. If you do fire a weapon at U-3PO, watch out for Oh, Switch Off so have that Sense handy.

Arica (V)
Arica (V) is here because if she is present at a battleground and Luke is not, Dark side can retrieve a Force during their control phase. But you can't play Luke, so your opponent - such as a CCT flip deck, which can retrieve one Force during its control phase - gets some almost automatic retrieval, especially if she is dropped at a stacked site.
MATCH UPS

HARD

Hunt Down
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HD is a reactive mains-heavy deck that can also take the initiative by setting up Vader at a battleground, pinging with Visage, and beating down any Jedi LS puts on the table with lightsaber swinging EPP’s, usually Maul, Kylo, and/or Mara Jade.

What HD does well against Hyperdrive
  • Turn 1 Vader to the Junkyard, and ability to stack Dark Jedi and overpower your characters. This can cause an early force choke or lots of early force loss if you miss a twix or puller.
  • Lots of weapon users to reduce your forfeits.
  • Objective messes with your ability to Sense key DS battle interrupts, like Force Field (V).
What Hyperdrive does well against HD
  • Ability to \/ a Jedi to the Outskirts, flipping HD back.
  • Ability to fetch Honor Of the Jedi to negate Visage.
  • Master Qui-Gon (V) can force a flip, but watch out for Coward shield.
  • Generally superior space if you run the Tatooine system and DS doesn’t have an independent ship (Maul’s Sith Infiltrator, but then again DS will want Maul on the ground). This calculus likely changes if HD is playing matching ships. Also watch out for Boba Fett (V) in Slave I, SOF.
Key cards: Qui-Gon, Barrier, and all of your battle tricks, particularly A Jedi’s Concentration to keep EPP Maul at bay.
LESS HARD

CARBON CHAMBER TESTING (CCT) (tomtom’s CCT primer)
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CCT is a reactive battle deck that uses IG-88(V) and an escorted captive (Jabba’s Prize if it’s in the deck, otherwise a Rebel from LS’s deck) to pick through its force pile each turn to get any card they need. The mechanic is similar to DS Senate or QMC.

We may see more CCT flip or CCT using Jabba's Prize in a post-vset 11 given the creation of the Carbonite Chamber Console (V) and He's All Yours, Bounty Hunter (V).

What Hyperdrive (V) does well against CCT
  • Auto-flip’d CCT loses its ability to pull the Audience Chamber or pull with IG-88(V), unless it started Jabba’s Prize on the table. This can severely force choke CCT and is a huge loss for their general strategy. vset 11's Twilek Advisor (V), which requires the Audience Chamber to be on the table, also losses its punch.
  • No Rebel to give, so Carbon Freezing is off the table.
  • Can successfully bunker the Junkyard and force drain for more than enough to out-damage CCT and force DS to fight over the Junkyard against LS’s best characters.
  • The Junkyard is an exterior site and DS cannot use Stunning Leader to prevent battles here, like it can at the Cloud City sites or Audience Chamber.
  • Jar Jar ruins IG-88(V)'s day to make him go lost during battle.
What CCT does well against Hyperdrive (V)
  • Auto-flips since LS doesn’t have a Rebel to deploy to the Chamber at the start of the game. This also means an immediate, full-deck verify.
  • Is a so-called “toolbox deck” using IG-88(V), so can find its Mauls and battle tricks relatively easily if using Jabba’s Prize in-deck.
  • Usually better space, but that depends on LS's system of choice.
  • Potential for 2 retrieval per turn: Without Luke, Arica (V)'s retrieval cannot be cancelled. Combined with the retrieval from CCT's 7 side, a Hyperdrive (V) player generally must win the fight for the Junkyard in order to win.
  • Force Lightning: If the Emperor can be deployed or moved to the Junkyard, it is extremely difficult for Hyperdrive (V) to win the Junkyard. Force Lightning can make Chewie with Bowcaster and Lando with Vibro-Ax lost as well make it extremely likely Mace Windu (V) and Master Qui-gon (V) are able to be hit with weapons.
General Strategy

Key Cards: Stack, stack, stack the Junkyard and Projection the other sites to keep drains to a minimum. CCT’s drain potential is low as they likely do not run any cards to enhance drains (although the set 11 Dark Jedi Lightsaber could change that), so expect them to come at you. Shield puller since you may need to deploy Aim High and/or Simple Tricks early to stem the early retrieval. Usual battle tricks for when their EPP’s come at you. Rescue in the Clouds (V) can protect against a weapon swing at the Carbonite Chamber, and Control & Tunnel Vision (and Impressive, Most Impressive (V)) can protect against All Too Easy there, too.
COURT (rsersen’s Court Primer)
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Court is an alien deck that focuses on stacking the Jabba’s Palace: Audience Chamber with Jabba the Hutt (V) and backup with helpful text (i.e. 4-LOM, Boelo, Ephant Monn), battling on its own terms, and retrieving with Scum And Villainy.

What Hyperdrive does well against Court
  • Immune lightsaber-swinging mains. Court traditionally folds to LS mains because LSJK is so hard to kill, and LS generally loads up its hand and force pile and drops a beat squad at the Audience Chamber
  • Ability to shut down DS’s sites with Projection Of A Skywalker. Court doesn’t generally do a lot of damage and wins by winning the long-term exchange by initiating battles on its own terms.
  • Flip side eliminates Scum And Villiany’s deploy modifier.
  • Mace can prevent Boba and Jango Fetts from adding battle destinies.
What Court does well against Hyperdrive
  • Superior space with pullable independent ships so as to draw multiple destinies in space and protect themselves from multiple destinies with Guri.
  • Because Court players know that LS mains are their nemesis, they prepare for it with weapons protection and other ways to kill or overpower LS Jedi, such as Jango Fett, Boba Fett Bounty Hunter, and 4-LOM (non-v).
  • Combined with First Strike combo, which is usually started, can choke LS to save force for interrupts and weapon swings.
General strategy
Two options here. Stack the Junkyard and use Projection on the Audience Chamber and wherever else DS goes, or throw the deck at the Audience Chamber like a typical LS mains deck handles that match.

Key cards: Barrier canceller of choice; Sense (for Stunning Leader or Cease Fire); Alter (V) (for Scum); battle tricks such as Clash of Sabers and Sorry About The Mess; and Evac. Control(V) to protect against Boba Fett, BH (Mace, too) and the like. Imperial Barrier or Cease Fire is usually the card to grab here.
SENATE
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Senate is an EP1 deck that stacks Senators at the Senate and uses Lott Dod to search its force pile each turn to find what it needs. Usually a 12-card start. It can shield bust easily, as you may want: grabber (use it for Squabbling Delegates), There Is No Try and/or Wise Advice (Sense), Simple Tricks and/or Aim High (for Squabbling’s retrieval), Goldenrod (particularly if they start Tatooine: Desert Landing Site), The Republic No Longer Functions (to protect your hand). It can then retrieve a large amount of force using Squabbling Delegates to seal a win from an otherwise close game. Usually a healthy space presence that can use independent ships with an EPP ground package.

What Hyperdrive does well against Senate
  • Can run Jedi Masters who are immure to attrition, reducing the usual effect of Toonbuck Tora vs. mains.
  • Stacking cards on Credits minimizes the effects of Senate’s retrieval by limiting what they can retrieve.
  • Tends to be a little slower and can have activation issues - an early Alter (V) on their Hovercam can be devastating - so setting up at the Junkyard can be a little easier.
  • Has multiple strong Republic characters whose gametext is not cancelled at the Senate: Anakin plus Padme (V) can ruin DS's day.
What Senate does well against Hyperdrive
  • Ability to quickly find its Mauls and battle tricks via Lott Dod (or take him into hand if drawn for destiny via Own Free Taa), and deploy him for cheap via Desert Landing Site. Has of late tended to play non-EPP Mauls and float They Will Be No Match For You (V), exposing you to the more difficult Maul personas.
  • Generally superior space.
General strategy: Stack the Junkyard and upload a key battle trick or two with Obi and watch for Maul and other high-efficiency immune mains to hit the table. Play the ground battle like a mains game so they either need to match to you prevent the flip or head to space to set up there.

Key cards: everything anti-Maul. Projections for the Senate if DS can satisfy Simple Tricks & Nonsense or Battle Plan/Order. Alter (V) on the Senate Hovercam, although DS will likely pull Oppressive Enforcement to protect it from going lost if you upload it via Obi-Wan. Shield puller(s). Civil Disorder (V) if you're really expecting Senate, but that blows your ability to play Rebel Barrier. A second grabber to pick off an annoying interrupt that isn't Squabbling Delegates (fail to grab it at the first instance at your own peril).

Silverglen showing Maul the powerhouse in Senate
THAT THING'S OPERATIONAL (TTO)
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TTO is a heavy space deck that focuses on setting up the Death Star II, getting it to orbit a system, and pinging with the Epic Event That Thing’s Operational (hence the deck's name) when the Death Star is orbiting a system Dark side occupies. There are about three popular deck lists out there right now: TIES, Independent Starships, and EP1 capitals. The first two start Combat Response (V), the third starts Imperial Arrest Order & Secret Plans to protect Moff Jerrjerod from spies in the No Idea platform. It generally runs an EPP ground package, usually comprising of EPP Maul and immune Dark Jedi Masters with Darth Vader (V) in space. It also tends to use multiple undercover spies and other cards to minimize its exposure to Force drains at sites.

It tends to have very high destinies, for example substituting the usual Masterful Move combo for plain Masterful Move, a destiny 6, since the Death Star II: Coolant Shaft prohibits Dark side from playing anything with “Occupation” in the title (the idea is that if Dark side wants to cancel Light side’s Celebration effects, it needs to take over the related system).

TTO generally puts a lot of cards on the table and can run up to nine locations between its started Endor locations, the Death Star II and its three sectors and a separate system (or two) of its own, plus the TTO Epic Event itself, and the applicable Superlaser.

What Hyperdrive (V) does well against TTO
  • Generally superior ground package with fully immune Jedi.
  • Ability to use Wokling (V) to quickly pull Relatively Unprotected.
  • TTO’s generally slower set-up and multiple pulls means that Hyperdrive (V) can set up at the Junkyard and get working on flipping.
  • Ability to cycle Escape Pod & We’re Doomed with padawan Obi to prevent Force loss from TTO (it will usually get grabbed, and Dark side runs a second grabber for this purpose).
  • Can run Jar Jar Binks to launch a near-immediate assault on Moff Jerrjerod at a site, especially if TTO misses its initial deployment of Endor Shield (V).
  • Can use Anakin Skywalker, Kit Fisto, or Plo Koon (V) to blow up the Death Star, but this is rarely, if ever, recommended. You're better off using The Falcon for its double move gamtext if you're anticipating TTO and want to have that option.
What TTO does well against Hyperdrive (V)
  • Extremely powerful space force, especially at the system where the Death Star II is orbiting, as the Death Star II: Capacitors can add a battle destiny at the Death Star II itself or the system it orbits.
  • Multiple undercover spies to prevent Force drains
  • Primarily uses EPP Maul, which is always an efficient and difficult problem to deal with
  • Hyperdrive (V) can give up an early system with Tatooine (EP1) or Kamino, which then gives a location Dark side can move the Death Star II to.
  • Can use Major Mianda in a Scythe TIE to move and fire a starship weapon during move phase to shoot your ships lost.
General Strategy: Set up at the Junkyard and use your first opportunity to fetch Relatively Unprotected via Wokling (V). TTO, especially early, will need to lose cards from hand to ensure that it doesn’t stack or top deck a sector or other key card. Once that is taken care of, work on establishing a second battleground or invading the Endor: Landing Platform to satisfy Relatively Unprotected. Once you flip, pull your space force into hand and throw everything you have at Dark side’s fleet to either keep them from occupying a system where the Death Star is orbiting or keep them off of sites so they need to pay for their drains. TTO thrives vs. mains decks on minimizing interaction (and in part it doesn't care if Relatively Unprotected is out because the set up drains of 2 at two systems (Endor and usually Kashyyyk) plus a drain for 1 at its docking bay, plus TTO damage.

Key Cards: Relatively Unprotected; Escape Pod & We’re Doomed; Evacuation Control (V); Yoda, Keeper of the Peace; usual battle interrupts, such as A Jedi’s Concentration to protect against EPP's; anti-undercover spy cards, such as Sorry About The Mess or Quite A Mercenary (V).
WATTO (No Money, No Parts, No Deal/You’re A Slave?)
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The mirror match. Watto is an EP1 deck that focuses getting Watto to the Junkyard, dropping a character at Mos Espa, flipping, and then give you the option to lose force for almost no reason or pay two force and permit them to (attempt to) deploy a card from hand for free. Against non-Hyperdrive (V) decks, the set-up is usually accomplished via Endor Shield (V) pulling Admiral Ozzel, Watto being pulled via DS’s Junkyard text, deploying both, flipping, bluffing (two force loss for DS on LS’s first turn before LS has a chance to do almost anything), and then consolidating. Set 11 will give us Sebulba (V), who can be pulled Ni Chuba Na?? Versions include the Map starting interrupt, but set 10 also gave Watto Dark Path (V) and pitching You Cannot Hide Forever to get an effect (Endor Shield (V), usually) to get that second card in the lost pile for Dark Path (V) - boosting activation. But Hyperdrive messes with this usual set-up.

What Hyperdrive (V) does well against Watto
  • Converts DS’s Junkyard immediately, preventing the auto-setup and Watto pull. Also force-choking DS slightly.
  • Can convert Mos Espa with Jedi Business - and thus both of DS’s locations started with its objective.
  • Runs immune mains with matching ‘sabers at the Junkyard and swing at Watto - the usual mains tactic for dealing with DS’s gametext on DS’s site.
  • Can upload Honor Of The Jedi to reduce DS’s objective’s flip-side force loss.
  • Qui-Gon is power +3 if DS’s objective is on the zero side - which helps win battles at the Junkyard.
  • Opponent's drain potential is generally low, since Dark Side is usually (during its control phase) on its zero side, and that limits Light Side's loss from drains at Tatooine sites to 1, which could be the City Outskirts or a converted Mos Espa
What Watto does well against Hyperdrive (V)
  • If Watto does get to the Junkyard, LS’s battle destiny draws are -2 - making winning battles hard. You’re going to need weapons to clear our characters there, so plan for it.
  • Generally superior space with Executor or Finalizer (which are vulnerable themselves to Landing Claw).
  • Lots of evasion (Barriers, Kiss a wookiee, etc.) to keep the pings going.
  • Can drop a large beatdown with FO troopers and their usual text, usually fairly quickly - think similar to Map.
General Strategy
This match, more so than most, is all about controlling the Junkyard. Stack, stack, stack there to dissuade them from doing their usual tactics. You can expend the force - if you’ve got it - to send Watto used if it helps clear other characters out of the Junkyard while Watto not there. DS usually runs 2-3x copies, so watch for it. A timely Out Of Commission/Transmission Terminated can be fantastic here.

Key Cards: Yoda, Keeper of the Peace and Evacuation Control (V) to prevent your battle destinies from being modified at the Junkyard. Underworld Contacts if for some reason DS manages to raise its converted Junkyard to the top (via Cloud City Engineer, e.g.). Barrier on a character deployed to Mos Espa to prevent the consolidation. A few early-game damage reducers (We’re Doomed or Honor of the Jedi) can turn the tide and stem off the early pressure. Usual battle tricks to remove Watto and others from battle (Clash, SATM combo, Jar Jar Binks). Smoke Screen to preevnt battle destiny modification.
GAME LIBRARY
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AOBS

AOBS (ATMD for The Emperor /w Quietly Observing (V) for Jabba (V), 10/2/19. Game Heroes: Artoo, BLD; Clash of Sabers; Rebel Barrier; Presence of the Force; Odin Nelsoor & Sacrifice; my error for not \/ Q-G's 'saber.

AOBS Podracing, 10/5/19. Game Heroes: Kamino; Padme (V); TUP; Obi (for never hitting the table); U-3PO; Zuckess in Mist Hinter; Falleen's Fist. Could have used: Menace Fades; recognition of system parsecs.

ASM

ASM, 8/11/19. Game heroes: A Jedi's Concentration; Menace Fades; Dark Jedi Lightsaber (V).

Bring Him Before Me (BHBM)

BHBM, 7/18/20. Game Heroes: Not finding a matching lightsaber. Emperor's Power.

CCT

CCT flip AMN Boba Fett (V) Scum, 7/27/19. Game heroes: Plo Koon (V); Projection of a Skywalker; Menace Fades; Evac Control (V); Zuckuss in Mist Hunter; and Abyss (!). Late revert break, but won by 3 on turn ~13/14.

CCT (flip?) AMN Boba Fett (V), 8/22/19. Game heroes: Mindful of the Future (V); Master Qui-Gon (V); Captain Rex, 501st Legion; Kir Kanos (V); They're Still Coming Through.

CCT flip AMN Boba Fett (V), 5/19/20. Game heroes: Landing Claw; Odin Nelsoor & First Aid; Blaster Deflection (lost); Come Here You Big Coward; Stinger + Guri; Hidden Weapons.

CCT no-flip, 3 Effect, 3/2/20. Game Heroes: Anakin Skywalker; A Dark Time For The Rebellion (V); Blast Door Controls.

Combat

Combat Vader dueling, 9/15/19. Game Heroes: Alter; Acclamator-Class Assault Ship; Padme Naberrie (V); Epic Duel (!); Sense.

Combat 7's, May 2020. Game Heroes: A Remote Planet; Ultimatum; Azure Angel + Anakin Skywalker; Lana Dobreed & Sacrifice; Sith Fury (V) (for getting cancelled).

Coruscant CR(V)
Coruscant CR(V) (mains), 7/18/20. Game Heroes: Disarmed; Rex + Cody; Lord Maul With Lightaber; opponent's poor destinies when firing weapons.

Court

Court POTH, 7/8/19. Game Heroes: Sense, Lando with Vibro Ax.

Court Scum, 9/1/19. Game Heroes: Perimeter Scan (V); Hear Me Baby, Hold Together (V); Projection of a Skywalker; Sense; Imperial Barrier; Court's pile of characters.

Court YBD, 7/22/19. Game Heroes: Projection of a Skywalker; We'll Need a New One; Imperial Justice (V); Abyss (!); opponent's courtesy.

Court, 7/20/20 (W +17). Game Heroes: Rebel Barrier; Clash of Sabers; Quite A Mercenary (V); Disarmed (both sides); Hidden Weapons; Sniper & Dark Strike.

Endor Operations (EOPS)

EOPS (flip), Feb. 2020. Game heroes: Old Ben; Odin Nelsoor & First Aid; Smoke Screen; Obi-Wan, PL (V) (for repeatedly being drawn for destiny); Dark side's destiny draws.

EOPS Monkey Ties, 9/18/19. Game heroes: Rebel Barrier; Bith Shuffle & Desparate Reach; We'll Need a New One (ping!); Ultimatum; Black 6; EPP Kylo; Sienar Fleet Systems; Sense.

EOPS Star Destroyers, 10/7/19. Game Heroes: Sorry About the Mess; Houjix & Out of Nowhere; Stalker (V); General Veers (V); U-3PO. Two mistakes: Moving away from a loaded Stalker (V); not putting Relatively Unprotected on the walker Veer (V) was piloting. Could have used: Menace Fades.

Hunt Down

HD, 9/1/19 Game Heroes: Perimeter Scan (V); Sniper & Dark Strike; my impatience.

HD, 10/9/10. Game Heroes: Lando /w Vibro-Ax; Padme Naberrie (V); A Jedi's Concentration; Imperial Barrier; Force Push. Could have used: a second A Jedi's Concentration.

HD, 11/14/19. Game Heroes: Tatooine (EP1); A Jedi's Concentration; Master Qui-Gon (V); Emperor's Personal Shuttle; Kylo Ren with Lightsaber; Spectre of the Supreme Leader

Imperial Entanglements

Imperial Entanglements, 7/24/19. Game Heroes: Smoke Screen; Perimeter Scan (V); Sense; Tarkin's Orders; Tatooine Occupation; reacting AT-ST's

IE, Sept. 16, 2019. Game heroes: Mace Windu (V); Bith Shuffle & Desparate Reach; Lateral Damage; Tatooine Occupation. (My error for no /\ Alter when I could.)

IE, 12/14/19. Game Heroes: Master Qui-Gon (V); CT-5385 (TUP); Chewie with Bowcaster; Free Ride & Endor Celebration; Ahch-to: Saddle; Mara Jade with Lightsaber; Tatooine Occupation; Reacting AT-ST's

Invasion

Invasion, 10/18/19. Game Heroes: Master Qui-Gon (V); Lando with Vibro-Ax; Naboo: Theed Palace Generator Core; Droid Racks.

Invasion mini-mains, 5/7/20. Game heroes: Sorry About the Mess & Blaster Profiency; Anakin Skywalker; Darth Maul, Lone Apprentice.

Invasion Blasters, 5/14/20. Games heroes: Landing Claw; Sense; Sorry About The Mess & Blaster Proficiency; Oh, Switch Off; Defensive Fire (V); Nute Gunray (V)

My Kind Of Scum

MKOS Jawas, 10/2/19. Game Heroes: Acclamator-Class Assault Ship; Artoo, BLD; Presence of the Force; EPP Mara; Gailid. Could have used: Menace Fades.

MKOS Rodians, 7/27/19. Game Heroes: All Wings Report In & Darklighter Spin; Sense; Evacuation Control (V); Jabba's Haven (V); Greedo (V).

Ralltiir Operations (V) (note game dates due to erratas)

ROPS (V), 8/14/19. Game Heroes: Perimeter Scan (V); Sense; Chewie with Bowcaster; General Veers (V); Trample.

Senate

See link in Senate match-up section.

Set Your Course For Alderaan

SYCFA Ties, Operational as Planned (V), 7/24/19. Game heroes: Plo Koon (V); Jedi Lightsaber; All Power to Weapons

SYCFA TIES/SD's, 9/21/19. Game Heroes: Seeking an Audience; Artoo, Brave Little Droid.

SYCFA, 6/25/19. Game Heroes: Advantage; Battle Plan/Order; First Strike; Blast Door Controls

SYCFA Star Destroyers, 12/1/19. Game heroes: Acclamator-Class Assault Ship; Padme Naberrie (V); Imperial Justice (V); Vengeance (V).

That Thing's Operational (TTO)

That Thing's Operational (TTO), 12/19/19. Game Heroes: Relatively Unprotected, Evacuation Control (V); All Wings Report In & Darklight Spin; Acclamator-Class Assault Ship; Darth Maul with Lightsaber, Masterful Move.

TTO, 6/30/20. Game Heroes: Sorry About The Mess & Blaster Proficiency; Maz Kanata; All Power To Weapons.

Deal (This Deal Is Getting Worse All The Time (TDIGWATT))

This Deal Is Getting Worse All The Time (TDIGWATT), gogolen game review, 12 16/19 (echien(DS) vs. berm (LS). Game Heroes: Plo Koon (V); Are You Brain Dead?!; Threepio With Parts Showing.

Watto

Ketwol's Watto v. bringhim's Hyperdrive (V) (OCS), posted 8/31/19. Game heroes: Blaster Deflection; Elis Helrot; Imperial Barrier; Watto.

Watto, 10/8/19. Game Heroes: Qui-Gon Jinn; Jedi Levitation (V); Alter (EP1); Kamino; Elis Helrot; R'tic H'weei/Broken Concentration; Sense; my lack of a virtualized You're Ship?

Watto, 12/15/19. Game Heroes: Relatively Unprotected, Anakin Skywalker, Padme Naberrie (V), Escape Pod & We're Doomed; Acclamator-Class Assault Ship; Executor; Tatooine Occupation; Kintan Strider & Imbalance. (2019 Jawa Cup round 6)
Last edited by CRG on July 20th, 2020, 4:06 am, edited 98 times in total.
Primers and Decklist/Match up/Game Libraries for: Hyperdrive (V) and Hunt Down. Teach your kid SWCCG!

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Re: Hyperdrive (V) primer

Post by FlorisV »

CRG wrote:[Wokling (V)
No reason not to start it.
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Right now my start is We're Leaving v, Jedi Biz, Security Control (clone build). Turn 1 Obi is just suicide IMO and wastes a precious character as well. I'd rather save up some force for next turn or draw. Next turn I'll have at least 3 force more, good enough for Padme + Obi.

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Re: Hyperdrive (V) primer

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This. Is. Incredible. I'm struggling on which Padme is best. Love the detail. Thank you for writing this up! Amazing!!

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Re: Hyperdrive (V) primer

Post by CoffeePass »

Yes, amazing writeup -- thank you! I realize asking for more is quite greedy, but I would love to hear about the Map matchup; it feels as bad as Hunt Down (they just pile up at the Junkyard), and is the main reason I've shied away from Hyperdrive since it feels really far behind two of the big three DS decks (it does feel like RalOps should be OK).

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Re: Hyperdrive (V) primer

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Any reason why Queen Amidala and General Jar Jar aren’t worth consideration?
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Re: Hyperdrive (V) primer

Post by FlorisV »

CoffeePass wrote:Yes, amazing writeup -- thank you! I realize asking for more is quite greedy, but I would love to hear about the Map matchup; it feels as bad as Hunt Down (they just pile up at the Junkyard), and is the main reason I've shied away from Hyperdrive since it feels really far behind two of the big three DS decks (it does feel like RalOps should be OK).
One advantage of Hyperdrive v is you can play Tatooine System on turn 1 and set up Menace Fades earlier.
DS is limited to one destiny at that system. Admittedly, so is LS until flipped. R2-D2 v might be good tech over Artoo Brave Little Droid, allowing you to turn Starkiller Base into a Battleground system.
A Remote Planet could mitigate his drain damage too, particularly if he decides to commit to the Junkyard.

I could see more Resistance oriented builds with Chewie as resistance agent, Solo for adding BD and BB-8 for extra damage and/or allowing retrieval vs MAP, starting IMBATS v.

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Re: Hyperdrive (V) primer

Post by JimmyFrench »

chriskelly wrote:This. Is. Incredible. I'm struggling on which Padme is best. Love the detail. Thank you for writing this up! Amazing!!
Depends the number of Obi you will play and also the ability to pull him by other way such as IMBATS (v).

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Re: Hyperdrive (V) primer

Post by JimmyFrench »

CRG wrote:Reserved for match-ups/cards to watch out for. More to come here.

CARDS TO WATCH OUT FOR
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Maul, in all of his forms
No surprise here. Maul in all of his personas top the list, and all of them can give you fits. Note that if the Maul persona of choice is present with Qui-Gon and gets immunity to attrition from a source other than the zero side of your objective, he retains his other immunity (such as from his own game text or The Phantom Menace).

EPP Maul will likely be the most popular and most efficient for DS decks. He’s the default Maul for almost every DS deck that runs him with the exception of Combat (Lord Maul there) or Invasion (Lord Maul with Lightsaber). Master Qui-Gon (V) (or your Qui-Gon of choice) and your battle tricks, particularly A Jedi’s Concentration and Mindful Of The Future (V), are your best bet here.

Darth Maul, Lone Hunter
Perhaps scariest Maul for Hyperdrive that isn’t EPP Maul as he cancels the gametext of three of your primary characters. At least his immunity is only <5.

Lord Maul with Lightsaber
The more I see this character, the more I like him in DS decks…but here, he’s got a built-in stick and his battle and weapon destiny draws are +1 - unless Obi Wan is present. Thankfully you’ve got a boatload of them. He’ll show up in Invasion and occasionally as a 1x or a replacement for EPP Maul.

Lord Maul will be in Lightsaber Combat. Beating Combat is all about preventing your opponent from avoiding a battle against their primary Combat Jedi, so you’re looking for cards that stop that. Lord Maul’s battle destiny draws are +1 with Qui-Gon, so be careful there. Key cards here are Imperial Barrier cancelers and Sense to deal with Stunning Leader. A tough six on Maul’s immunity when he has a lightsaber, so Smoke Screen a Jedi Master and you’ll be good.

Darth Maul (Tatooine)
Less to worry about here and the rarest Maul persona, as dueling is rare (Have you met my friend Old Allies lately?). You’ve also got a pile of characters that meet his ability requirement, too.
HARD

Hunt Down
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HD is a reactive mains-heavy deck that can also take the initiative by setting up Vader at a battleground, pinging with Visage, and beating down any Jedi LS puts on the table with lightsaber swinging EPP’s, usually Maul, Kylo, and/or Mara Jade.

What HD does well against Hyperdrive
  • Turn 1 Vader to the Junkyard, and ability to stack Dark Jedi and overpower your characters. This can cause an early force choke or lots of early force loss if you miss a twix or puller.
  • Lots of weapon users to reduce your forfeits.
  • Objective messes with your ability to Sense key DS battle interrupts, like Force Field (V).
What Hyperdrive does well against HD
  • Ability to \/ a Jedi to the Outskirts, flipping HD back.
  • Ability to fetch Honor Of the Jedi to negate Visage.
  • Master Qui-Gon (V) can force a flip, but watch out for Coward shield.
  • Generally superior space if you run the Tatooine system and DS doesn’t have an independent ship (Maul’s Sith Infiltrator, but then again DS will want Maul on the ground). This calculus likely changes if HD is playing matching ships. Also watch out for Boba Fett (V) in Slave I, SOF.
Key cards: Qui-Gon, Barrier, and all of your battle tricks, particularly A Jedi’s Concentration to keep EPP Maul at bay.
LESS HARD

COURT (rsersen’s Court Primer)
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Court is an alien deck that focuses on stacking the Jabba’s Palace: Audience Chamber with Jabba the Hutt (V) and backup with helpful text (i.e. 4-LOM, Boelo, Ephant Monn), battling on its own terms, and retrieving with Scum And Villainy.

What Hyperdrive does well against Court
  • Immune lightsaber-swinging mains. Court traditionally folds to LS mains because LSJK is so hard to kill, and LS generally loads up its hand and force pile and drops a beat squad at the Audience Chamber
  • Ability to shut down DS’s sites with Projection Of A Skywalker. Court doesn’t generally do a lot of damage and wins by winning the long-term exchange by initiating battles on its own terms.
  • Flip side eliminates Scum And Villiany’s deploy modifier.
What Court does well against Hyperdrive
  • Superior space with pullable independent ships so as to draw multiple destinies in space and protect themselves from multiple destinies with Guri.
  • Because Court players know that LS mains are their nemesis, they prepare for it with weapons protection and other ways to kill or overpower LS Jedi, such as Jango Fett, Boba Fett Bounty Hunter, and 4-LOM (non-v).
  • Combined with First Strike combo, which is usually started, can choke LS to save force for interrupts and weapon swings.
General strategy
Two options here. Stack the Junkyard and use Projection on the Audience Chamber and wherever else DS goes, or throw the deck at the Audience Chamber like a typical LS mains deck handles that match.

Key cards: Barrier canceller of choice; Sense (for Stunning Leader or Cease Fire); Alter (V) (for Scum); battle tricks such as Clash of Sabers and Sorry About The Mess; and Evac. Control(V) to protect against Boba Fett, BH and the like. Imperial Barrier or Cease Fire is usually the card to grab here.
HD is not so hard and even better now with Jedi Business.
Either with flip side with and a control deck version or without flipping and ping control (honor or transmission terminated + uncontrollable fury)

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Re: Hyperdrive (V) primer

Post by CoffeePass »

FlorisV wrote: One advantage of Hyperdrive v is you can play Tatooine System on turn 1 and set up Menace Fades earlier.
DS is limited to one destiny at that system. Admittedly, so is LS until flipped. R2-D2 v might be good tech over Artoo Brave Little Droid, allowing you to turn Starkiller Base into a Battleground system.
A Remote Planet could mitigate his drain damage too, particularly if he decides to commit to the Junkyard.

I could see more Resistance oriented builds with Chewie as resistance agent, Solo for adding BD and BB-8 for extra damage and/or allowing retrieval vs MAP, starting IMBATS v.
I guess the main thing I'm not sure about is what you're supposed to do if Map just stacks up at the Junkyard -- you might be able to mitigate the damage some, but I just can't see ever flipping vs. them; a pile of troopers with Trooper Assault/Phasma (and especially FN-2003) feels really hard to win battles against and the character base for Hyperdrive feels inefficient against Map. Can Hyperdrive win that match by just ignoring the Junkyard? Do you need to play a couple of SYAKs?

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Re: Hyperdrive (V) primer

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CoffeePass wrote:
FlorisV wrote: One advantage of Hyperdrive v is you can play Tatooine System on turn 1 and set up Menace Fades earlier.
DS is limited to one destiny at that system. Admittedly, so is LS until flipped. R2-D2 v might be good tech over Artoo Brave Little Droid, allowing you to turn Starkiller Base into a Battleground system.
A Remote Planet could mitigate his drain damage too, particularly if he decides to commit to the Junkyard.

I could see more Resistance oriented builds with Chewie as resistance agent, Solo for adding BD and BB-8 for extra damage and/or allowing retrieval vs MAP, starting IMBATS v.
I guess the main thing I'm not sure about is what you're supposed to do if Map just stacks up at the Junkyard -- you might be able to mitigate the damage some, but I just can't see ever flipping vs. them; a pile of troopers with Trooper Assault/Phasma (and especially FN-2003) feels really hard to win battles against and the character base for Hyperdrive feels inefficient against Map. Can Hyperdrive win that match by just ignoring the Junkyard? Do you need to play a couple of SYAKs?
This is nearly impossible to win vs a player who master the MAP.
The (v) adjust vs. AOBS but the main concern was against MAP and as long as this one will be played a lot, you won’t see someone winning with Hyperdrive."

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Re: Hyperdrive (V) primer

Post by Ardrra »

this is a wonderful primer! thanks a ton for posting it :saber:
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Re: Hyperdrive (V) primer

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This is a great read. I appreciate you taking the time to write it up!
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Re: Hyperdrive (V) primer

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i think i dont play/start wokling in mine.. i go with jedi buisness & farm puller i think.

will double check though but i feel like wokling has become such a crutch to ls decks these days just for the extra 1 force but idk.. :???

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Re: Hyperdrive (V) primer

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swatt9999 wrote:i think i dont play/start wokling in mine.. i go with jedi buisness & farm puller i think.

will double check though but i feel like wokling has become such a crutch to ls decks these days just for the extra 1 force but idk.. :???
That extra activation turn 1 is pretty powerful, but I agree that it's worth it to step back and ask if it's worth an SE spot when building a deck.
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Re: Hyperdrive (V) primer

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Corran wrote:
swatt9999 wrote:i think i dont play/start wokling in mine.. i go with jedi buisness & farm puller i think.

will double check though but i feel like wokling has become such a crutch to ls decks these days just for the extra 1 force but idk.. :???
That extra activation turn 1 is pretty powerful, but I agree that it's worth it to step back and ask if it's worth an SE spot when building a deck.
exactly.. i mean sure its a great effect but a must start in every? that is where i disagree. esp in this deck 1)rather get 2 force a turn 2) used pile pulls 3) extra bg if needed 4) rather start Jedi business

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Re: Hyperdrive (V) primer

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Corran wrote:
swatt9999 wrote:i think i dont play/start wokling in mine.. i go with jedi buisness & farm puller i think.

will double check though but i feel like wokling has become such a crutch to ls decks these days just for the extra 1 force but idk.. :???
That extra activation turn 1 is pretty powerful, but I agree that it's worth it to step back and ask if it's worth an SE spot when building a deck.
side note did you ever finish your card needs/wants for me? lol

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Re: Hyperdrive (V) primer

Post by Corran »

swatt9999 wrote:
Corran wrote:
swatt9999 wrote:i think i dont play/start wokling in mine.. i go with jedi buisness & farm puller i think.

will double check though but i feel like wokling has become such a crutch to ls decks these days just for the extra 1 force but idk.. :???
That extra activation turn 1 is pretty powerful, but I agree that it's worth it to step back and ask if it's worth an SE spot when building a deck.
side note did you ever finish your card needs/wants for me? lol
I thought I PMed you about that. Short answer is no, but I'll send you something later.
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Re: Hyperdrive (V) primer

Post by CRG »

Edited in some comments of vset 11 cards (Kamino system, Kamino: Birthing Center, edited vset 11 Jedi Lightsaber). Also per chriskelly via queso:
quesosauce37 wrote:Yoda, Keeper Of The Peace will be receiving an errata to make him a Jedi Council Member
So now he works with Are You Brain Dead?!
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Primers and Decklist/Match up/Game Libraries for: Hyperdrive (V) and Hunt Down. Teach your kid SWCCG!

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Re: Hyperdrive (V) primer

Post by FlorisV »

CoffeePass wrote:
FlorisV wrote: One advantage of Hyperdrive v is you can play Tatooine System on turn 1 and set up Menace Fades earlier.
DS is limited to one destiny at that system. Admittedly, so is LS until flipped. R2-D2 v might be good tech over Artoo Brave Little Droid, allowing you to turn Starkiller Base into a Battleground system.
A Remote Planet could mitigate his drain damage too, particularly if he decides to commit to the Junkyard.

I could see more Resistance oriented builds with Chewie as resistance agent, Solo for adding BD and BB-8 for extra damage and/or allowing retrieval vs MAP, starting IMBATS v.
I guess the main thing I'm not sure about is what you're supposed to do if Map just stacks up at the Junkyard -- you might be able to mitigate the damage some, but I just can't see ever flipping vs. them; a pile of troopers with Trooper Assault/Phasma (and especially FN-2003) feels really hard to win battles against and the character base for Hyperdrive feels inefficient against Map. Can Hyperdrive win that match by just ignoring the Junkyard? Do you need to play a couple of SYAKs?
Why bother flipping if you can't retrieve anyway? The stacking on Credits is still great of course but if he sits on a 1/1 site and allows Menace Fades...

Move Along could send away all the pesky Troopers save Phasma and guy with stick.

Surprise Assault against a bunch of Troopers and/or Kylo + shuttle could do more than just mitigate.

What is SYAK?

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