1. INTRODUCTION:

2. DECK LIST:

3. CHARACTERS:

She gives access to a supplementary colour (yellow), which holds some key cards for a deck that relies on speed. She has decent health, only surpassed by the Hired Gun. She has an incredible Special ability which makes her ideal for a fast paced deck.

4. UPGRADES:

Play Hit and Run. Activate Rex, claim control of battlefield if you do not already control it, i.e. rolling 2 Ranged damage and 1 Resource, and +2 Ranged on one Rex's Blaster and 2 Indirect damage on another Rex's Blaster. Use the ability on Rex's Blaster to Activate Maz, i.e. rolling 1 Focus Using Maz's ability to resolve the Focus turning a Rex Resource side into a 2 Ranged damage* AND resolve the 2 Indirect damage.

Use the ability on Rex's Blaster to Activate the Clone Trooper, i.e. rolling a Blank Use the ability of the Clone Trooper to i.e. re-roll the Blank into a 1 Ranged Damage Use the Ambush action from Hit and Run to resolve 7 Ranged damage.

5. REMOVAL CARDS:

6. TECH CARDS:

7. FAST, FASTER, FASTEST!

8. BATTLEFIELD:

The deck list that I'm using as the case example in this article tookat the 50-manin. It was piloted by, and has a lot of interesting tricks built into it.It is a fast deck and goes against the general current inin trying to take care of business, playing upgrades, resolving dice, etc. in a high pace and then using cards likeandto escape any unwanted situations and deny slower decks the chance of building their boardstate or resolving their dice.looks in a strong position to take on some of the dominant meta decks, and seems particularly well suited to combat slow and clunky, but hard hitting vehicle decks, whereas itscould be thedecks utilising thecombo.is a real challenge. On one hand, he has a great die considering his points cost and a greatwhich allows you to utilize cards likeandto their fullest potential. On the other hand he's so closely tied up with thethat in order to get full benefit from him it feels almost mandatory to play both.Now, theis not bad by any measure, but it leaves you with just 8 points leftover to supplement your character line-up, which is quite limiting!Second limiting factor is that you'll most likely want to add aand access more cards,just doesn't seem to be able to cut it, which thenleaves you with the following choices for partners-in-crime (assuming you want to runelite):is an excellent partner forand his trustyfor 3 reasons!Only downside is that she's still fairly vulnerable and doesn't offer the same firepower as the, although the latter is himself pretty unreliable due to both hissides being pay sides. You'll never be able to afford that kind ofin a deck like this! My alternative towould actually bedue to the twosides and the effectively twoand the indomitableare your go-to basic guns! They all haveso won't slow you down, and works like a dream with, and have decent damage sides that should go well with either of your three characters.You haveonand a re-roll from theability so are likely to hit at least 1 in any given round, which means that thewill be your preferred weapon in round 1, unless you draw, and you will probably not want to see theuntil itsservices is needed!Theis definitely a meta call! If you expect to face vehicles, which you should, then you will almost immediately profit from it. But it's expensive, and unless you have ain play, it's likely that you will need to finance theby replacing another upgrade, which can be a gamble. That gamble might very well pay off handsomely, but you'll need to do the calculations as each game proceeds. Payingevery round to resolve it might take a toll on your resources, while thecould mean you'll be usingon themost of the time!is an incredible gun! It hits like a tank and the "" effect is free mitigation, and if played at the end of a round, replacing another upgrade, you can use theto claim the(if you play on yours) and effectively mitigate two dice!always goes on theand can, when coupled with, mean that you activate all your characters in one go! Remember to keep track of all your "" (, etc.).But it iswhich is the star of the show! You want that blaster in your starting hand! It enables your explosive plays that are nigh unstoppable. They might be based on tricks and tech cards, but you pack a bunch of them.Obviously these plays are not going to happen all the time, but you can set them up in different variants more often than not, whether you use a combination ofand/or, i.e:The effect can be reduplicated in various forms with a variety of upgrades. The burst damage can be absolutely devastating! And well ... sometimes it also ends up in a whole lot of... that'sthough!All of the above mitigation cards require control of the, which is why they are not often used and considered fairly volatile. They all representvalue though, and would all be must includes in almost any deck if not due to the play restrictions.is probably the best mitigation card in the game. The ceiling is incredibly high and the ability to "" can all but end an opponent's entire turn!is the improved version of almost every singlegenerating card in the game. You getand you get to distribute them as you wish!When usablehas incredible value, but is often omitted from decks due to the play restriction! But in a deck that consistently either claims, due to the fact that it is currently one of the fastest decks in the meta, or takes control of the battlefield with, it is absolutely amazing! Sure, you only get to remove die sides showing damage, which can be fairly weak againstdecks, but it is also free mitigation - and it is your ONLY free mitigation!is auto-removal on any die! Another card that does not normally see play due to its play restriction!is still one of the kings of removal! Sure, players are getting better at playing around it, but removing two dice for 1 resource is pretty dope. It's only a one-off because it's, andis not exactly the tankiest character in the game, and could easily become your opponent's first target if they are dissuaded from going afterplays right into the strategy of this deck. It is aremoval card, that allows you towhile still offering you the possibility of mitigating the best of your opponent's character dice. It also allows you to play mitigation even if it is not needed yet, and replenish your hand filtering through it to find the cards you do need!is the nerve of this deck and is supplemented bywhich essentially allows you to do the same thing if the weapon you are playing has, which means that it is usable as a" on 7 of your 10 weapon upgrades! You will normally want to activateto maximise your dice in the pool and if equipped with a Rex's Blaster Pistol follow suit withand resolve, then proceed to the, usually resolvingor! As already said be careful to complete each "" before moving on to resolving the next! In a competitive environment you'll most likely not be allowed a "", while casual play is a different matter. It's a good idea to get the practice in!!A single copy ofcan be a great way to push through unexpected lethal damage, i.e. having noand ashowing on anoror set up aor. Keep theback for when you absolutely need it!Being able to end a turn prematurely can be extremely disruptive for your opponent's plans. It is one of your most powerful strategies and should be employed whenever your resources allow for it. You cannot afford too many turns where your opponent gets to maximise on their dice and improve their boardstate.You might pack plenty of tricks, but at the end of the day, your deck is pretty simple, and not difficult to figure out. You play "and in a world where fairness is frowned upon, you need whatever help you can get. You don't have out of hand damage and noto help you out! You have a bunch of character and upgrade dice, and that's it! In many of your games, you'll often deal 5-6 damage, then have nothing left to do other than watching your opponent play out the rest of his turn.andare both cards that reward your strategy and punishes the strategy ofand can also be a lifesaver againstRemember to switch thewith, in particular if you are playing onor any other battlefield with an ongoing effect that could negatively influence your strategy or further your opponent's strategy. Even if you take control of the battlefield when activating Rex, your opponent just needs one action withto profit from it! Youris an active battlefield and you will want to benefit from it!Normallyfeels very inferior to, because your opponent would often use that last action to claim theand take initiative for the next round, but withonboard your life is made so much easier!is included becauseis an issue for this deck, and because of this there are definitely good arguments for going withas your! You want to play an upgrade in round 1 and round 2, usually leaving no resources for your mitigation and for your escape cards.sides whenever you can and be on the lookout forthat can limit your ability to play removal cards or rob you of the possibility of using aoras an out. More often than not you will benefit more from an earlythan your opponent, and it can often be the smart out even if it means leaving unresolved damage sides on the table. Hitting for, leavingon the table in order tois better than allowing your opponent an extra round to play upgrades/supports or harvest resources! Be tactically shrewd!Most good players will know when you are looking to use a, and will use this information to maximise on their own boardstate before you do!There are several good Battlefield choices includingand! The former is good because it enables your expensive plays and lets you filter through your deck, while the latter is free mitigation every round against most decks in the format!I don't find one definitively better than the other and I think the choice rests very much on a qualitative decision maybe even adapted to your specific meta.