It’s no secret that Blue Heroes is currently one the most unrepresented tournament archetype at the moment. Why is it like this? Well… there are two things that have been keeping them back: Resource Generation and Power Cards. Let’s take a quick look at the most powerful cards in the format:

These cards either do big damage and/or create resources and add consistency to your results. When you can consistently shell out lots of damage at the exchange of using some of your other dice you are generally going to come out ahead since you already have insane rates for your dice. If you are a usual reader I think you already know this so I won’t beat a dead horse.

What Can Blue Heroes do?

It seems like years ago when we could say that Rey/Aayla was the best deck in the format or at the very least the one of the best decks. Even if you could play a 12 point Aayla I don’t think it would be the best deck because of the limited card pool. It’s missing the POWER CARDS like Closed Quarters Assault, Shoto Lightsaber, Guard and Ancient Lightsaber. In order for Blue Heroes to stay in the conversation Blue players need to focus on Power cards and resource generation.

KillerFenix was playing this same line-up with the same strategy in one of the ABG videos – check it out since it shows off how silly Force Storm with Force Mystic can be. Here’s my take on archetype, our power cards are Force Wave, Force Storm and Sonic Detonators. Sonic Detonators are pretty great in this meta as it can do 12 damage for 3 resources, that ain’t bad. After that you can overwrite into one of the other big hitters or maybe you just use it once and go into a Storm. I feel the card is underused since its such a great rate for what it does and on top of that random 2 discard and 2 disrupt can be relevant or at least gives you a spook factor.

Moxie might be too cute/ too much of a win more card but it might let you have another Force Wave or Force Storm activation via the mystic, that seems worth trying to me.

Next up is a deck I wrote about two months ago but here is the update and now that we have Knighthoods we can try them out.

The big change is that we are adopting some more resource generation so we can scale up our power and we’ve gone all in on Force Wave since resolving that without our opponents being able to respond seems very powerful – Once we make Ahsoka Tano a Jedi. The games go fast we can get rid of It Binds all things since we’ll want at least 2 resources from it every game and some decks are going to be hitting hard and fast.

We want to hard mull for Knighthood and Binds. Adapt is a card I generally detest but with Mace and Knighhood giving us free shields I think its going to be solid.

And finally some more content creator inspired goodies.

This list was posted by jeezjobis on swdestiny.com. It is concept derived from a Magnuson article and Knights of Rend in store play. It essentially uses Fatal Blow to deal a buttload of damage for the cost of 2 resources. I’ve linked both Destiny council and the SWDestiny write ups so I want say more but this is certainly a very powerful concept. I kind of like the idea of playing Mace with Lightsaber Mastery to get maximum consistency. I feel Mace is perfect for this since his die is 50% damage and with two dice he’s rolling damage 75% of the the first roll. By round 3 you are looking at a scary dude in the first couple of actions of the round.

While I couldn’t find any 2 die Mace decks that looked spicy to me I did have a bit of an “Ah Ha!” moment when I started to mess around with single die mace decks.

This deck has all of the spice I’ve been looking for and then some. It has some room to play cards like Force Wave and Sonic Detonators if we think we need more power cards but this is focused on sticks and playing a round 2 Fatal Blow. I like how it can presents two threats that can Fatal Blow you and that aspect of the deck is pretty unique. It unfortunately gives up Lightsaber Mastery but I think I’m ok with that considering the ridiculous amount of cards we will be seeing. With Ezra you can easily start drawing two cards a round in the first round and that combined with all the 0 cost cards is going present a great deal of consistency. If they start going for Ezra you can abandon him and start focusing on Mace, he still has one die to blow people away. This might seem like a problem but with Scruffy we will be able to take away mitigation for the combo. I wish Anakin was better here but having a body to put indirect damage on and someone to exhaust for Garbage Chute is certainly a positive. His 3 money sides will certainly be welcomed since this deck could be poor.

I like this deck a lot since it aggressively tries to wipe a character out by round 2 with a Fatal Blow. This is certainly the best Treasured Lightsaber deck we’ve seen since it will regularly have a 5+ cards in hand. It uses Mace Windu’s Lightsaber which is great damage value and then can present two different threats.

I’d love to hear your ideas and look forward to developing these further. Take care and as always…

-NJCuenca