1. GENERAL COMMENTS:

2.CHARACTER:

3. UPGRADES & SUPPORTS:

4. EVENTS:

5. BATTLEFIELD:

6. MULLIGAN OPTIONS:

In a meta wherehas been reigning supremely and claiming top spots at both the UK, US and German Nationals in the span of just two short weeks, it was a fan favorite of themeta that would finally end the Nationals dominance of Snoke.Withpiloted by. akataking down the 46-man, a few eyebrows where raised, and there are some questions that need to be answered! No-one had expected a fragile two character build to be able to do well in a meta that can push through vast amounts of damage like never before (I've played games where 20+ damage has been dealt in a single round!). Thewas an indication that two character builds might not be dead altogether asandmade a strong showing at the event, but both of those character pairings are very different beasts altogether from the glass liketeam. It's not only 23hp vs. 20hp (although functionally 21hp because of), but it's also the apparent inherent weaknesses of the two characters.During, the hey day of, Yoda/Hondo were made to suffer against bothand, who could either tank through most 2 character decks or overpower them by virtue of, high quality upgrade dice and sheer brute force, but the meta might just be favorable towards the little green goblin and his respectable partner!did anwith some nice statistics as well, so be sure to check that one out as well!andis an odd character pairing. In the current meta they actually seem inherently stronger than in themeta. The absence ofsides is outweighed by Yoda's crazyas well aswhich in some ways functionally can serve as a pseudo-resource side, in particular in a meta where everyone is rife with resources (unfortunately most of the time on your opponent's terms rather than your own). Also thesides on both Yoda and Hondo are arguably better sides now than previously (and we saw Franck E. use theto great effect in the Finals at the), and the same can be said about thesides, which more often than not is worth resolving!On the downside Hondo'shas becomesince resources are found en masse now as opposed to previously where it was considered such a scarce commodity (i.e. seerecent article on "") and it leaves both of your characters in a precarious situation with no inherent damage sides and very much dependent onto put in some hard work.It's still, and right now by a wide margin, the fastest deck in the format, and the synergies are there for everyone to see, yet it is at first glance inherently weak, which also made many competitive players abandon the deck, and its strength deteriorates fast as soon as you lose your first character.You'll most likely be looking at an effective starting health ofas most opponents will be unlikely to choose your, it really only benefits you (and maybedecks), and you'll in turn choose your opponent's battlefield, since you will be switching it the first time youIn a meta where slow is the new black,goes faster, and if you can manage to protect them while halting the tide of supports that'll be thrown at you, well ...This deck is low on upgrades that can further the win condition. Counting in theas an upgrade (because you can snatch upgrades from your discard pile), there are essentially onlythat directly deals damage, which amounts toin your initial pre-mulligan draw (which in reality is just 76% because you can't usein the initial draw).To the great respect and credit of, newly crowned Belgian Champion, he managed to make the best of every single upgrade he had in play, including a Game 1 in the Final where he held Thrawn/Snoke at bay with just 2 upgrades (topped off withetc.).helps set up all the shenanigans of the deck, it's, but about thethat the action cheating offers to the few upgrade dice that are so vital to this deck, it can essentially set in motion an avalanche ofthat might not deal a whole lot of damage, but can pick off soft targets with ease and in a few rounds of sustained bombardment even high health characters with no to little chance of mitigating the dice.Bothandare meta calls and both are great against the current crop of decks that are dominating the competitive scene - even the twosides of the, traditionally considered the weakest sides of the card, looks pretty decent. I was surprised to only see one copy ofincluded in the deck as it seems so incredibly powerful at the moment, but I assume it is an attempt at reducing the number ofupgrades.is extremely good with, and allows for some continues damage in a deck that can struggle a bit in the department. The ceiling onis pretty bonkers!really only has one side you want to hit,, although the damage sides or thesides can be useful in a pinch. The ability to deal unblockable damage, bypassingandcan be pretty massive, and in conjunction withare almost ensured to dealmost of the time. Used in conjunction with a, remember that theonspecifies that thegoes on the attached character (of the Lightsaber).On top of the really cool synergies going on between, and the other upgrades in the deck, with thebeing able to emulate the effect of any otherin the game, there are crazy possibilities to explore: Including using anto destroy itself! Keep that in mind before playing yourandare obvious includes in any deck with such a low health pool, and might just keep you in the game long enough for you to push through wins.is essentially in this deck a guaranteed extra resource a turn (on 4 character dice) and should pay for itself the same turn you play it. You should definitely mulligan for this card as it allows you to both play upgrades and mitigation which both are much needed.If you thought the deck was low on upgrades, then you'd be surprised at seeing this deck only run 5 full blooded mitigation cards (in addition to theand) and instead opting for a number of tech cards that provides different tricks for the deck as well as theproviding for a free mitigation every round.The mitigation is amongst the best in the game though and although its all has spot requirements, it's hard to argue against eitherandis definitely a meta call, and while it can be a dead card against many decks, it can also be exactly what is needed to swing the odds in your favor, same goes for, which is great against a number of decks that include, etc., and when needed even removing anis out of hand damage, and a nifty little card to include. Not so long ago, when blue heroes were Kings and Queens of the world, you'd have expectedaplenty, but it might actually take some opponents by surprise, and works excellently withand theis still a monster of a card. Providing hand knowledge and removal of some of the worst mitigation cards, including, which is an absolute nuissance against this deck.is a great include and is a utility card that can be used to either bring back upgrades or events from your discard pile. It gives flexibility and looks like a great include as a one-off.is awesome with theside on, and can even be used to provide that extra action needed toresources before putting damage through with aas already discussed is your bail-out of jail card, no surprises there, and is always what functionally secures that you can choose your opponent's battlefield, start with the shields and a much needed health boost, and still reliably get some rounds of benefit of your own battlefield.There are a lot of proactive Battlefields out there, the 2 best choices would probably beand, while the latter is probably the better and safer choice, given the low number of mitigation this deck runs.You want to see your resource generation going early with Double-Dealing as it loses value fast and is essentially a dead card from round 3.are probably together withsome of the best cards in the deck, and you need to threatening dice in the pool as fast as possible, whileandshould secure that your opponent will be off to a slower start than you!