Are we good yet? (Leia Combo)

By D.Knight Sevus, in Star Wars: The Card Game - Strategy

So ever since the Core Set was released (and really, before that when she was spoiled), Leia Organa has promised that she could be the centerpiece of a combo deck...including the game's first infinite combo.

However, there was pretty much no redundancy in any of the combo pieces, and other, more consistent decks have prevailed. I'm wondering if, however, the release of Forward Reconnaissance , along with Evacuation Proceedure from back in Escape from Hoth might actually make a Rebel combo deck viable.

Affiliation: Rebel Alliance

2x Fleeing the Empire

2x Draw Their Fire

2x Decoy at Dantooine

2x Evacuation Proceedure

2x Forward Reconnaissance

Calling this deck "Leia Combo," or even a combo deck at all, is maybe a bit of a misnomer - while the deck is built to capitalize on a successful execution of Leia's interrupt, it's really all about synergy with "leaves play" effects. Along with Leia, Han Solo, Toryn Farr, X-Wing Escort, and Intel Operative all have Interrupts that trigger when they leave play. They leave play through the effects of Jan Ors, Buried Outpost, Fall Back, A New Hope, You're My Only Hope, and just good old-fashioned destruction. Bright Hope and Forward Reconnaissance both gain benefits when my units leave play.

The one thing I'm not sold on is Draw Their Fire . Admiral Ackbar is a powerful unit, certainly, but while X-Wing Escort and Heroic Sacrifice nominally play into the themes of the deck, Heroic Sacrifice has no synergy with the rest of my deck, and X-Wing Escort only has impact if my opponent is playing Vehicle units. I've been wondering if the deck might be better served by Alderaan's Promise or Commando Operations , or if since none of my objectives are Rebel Alliance affiliation only, perhaps the raw firepower provided by The False Report 's Aquaris Freeholders along with Outmaneuver to give me another bounce outlet, or if the drawpower that Against All Odds offers is worth the downside of giving my opponent more cards.

Thoughts? Advice especially? Even if it's "this deck is terrible and you're a terrible person for using it," I'd like to know why.

I've always wondered how an "infinite Leia" could work seeing she is captured when she leaves play. All the rescue cards are one shots or they do damage to the rescuer. I see you could do it a few times to get your job done but nothing infinite.

I've always wondered how an "infinite Leia" could work seeing she is captured when she leaves play. All the rescue cards are one shots or they do damage to the rescuer. I see you could do it a few times to get your job done but nothing infinite.

Rescue Mission and 2x It Binds All Things.

Thoughts? Advice especially? Even if it's "this deck is terrible and you're a terrible person for using it," I'd like to know why.

Zach Bunn plays a Leia deck with some frequency so maybe ask him. I have a "I'm Outta Here" joke deck basically built on the synergies of leaving play... it plays surprisingly smoothly (for a tri-color deck) and nearly every other thing you do triggers a combo... but it's a lot of spinning your wheels... you're pulling off all these incidental combos that don't win you the game.

Your deck appears more focused so it should be more viable.

I've always wondered how an "infinite Leia" could work seeing she is captured when she leaves play. All the rescue cards are one shots or they do damage to the rescuer. I see you could do it a few times to get your job done but nothing infinite.

The infinite combo is kind of intensive, and not even really all that good, so I don't run it. But here's how it works.

The Balance of the Force must be with the Light Side. You also require 6 resources.

1. Play Leia Organa.

2. Play You're My Only Hope, sacrificing Leia to draw two cards and force your opponent to discard a card. Your entire board refreshes, and Leia is captured.

3. Play Rescue Mission to rescue Leia.

4. Play It Binds All Things to return the top two cards of your discard pile to your hand. In this case, You're My Only Hope and Rescue Mission.

5. Re-Play Leia.

6. Play You're My Only Hope. Sacrifice Leia, she gets captured, your board refreshes.

7. Play another It Binds All Things to return You're My Only Hope and the other It Binds All Things to your hand.

8. Play Rescue Mission to rescue Leia.

9. Play It Binds All Things to return Rescue Mission and your other It Binds All Things to your hand.

10. Repeat steps 5-9 ad infinitum. (Or, actually, until your command deck runs out of cards)

With another 3 resources, you could actually add a win condition by looping Rebel Assault...but that makes an already nigh-impossible combo even harder to pull off.

Thoughts? Advice especially? Even if it's "this deck is terrible and you're a terrible person for using it," I'd like to know why.

Zach Bunn plays a Leia deck with some frequency so maybe ask him. I have a "I'm Outta Here" joke deck basically built on the synergies of leaving play... it plays surprisingly smoothly (for a tri-color deck) and nearly every other thing you do triggers a combo... but it's a lot of spinning your wheels... you're pulling off all these incidental combos that don't win you the game.

Your deck appears more focused so it should be more viable.

Great, who's Zach and how can I contact him for advice? And yeah, that's kind of the problem with Rebel combo in general - there's an engine there, but nothing really all that broken to do with it.

Edited by D.Knight Sevus

Zach is one of the owners of Team Covenant, a game store that promotes several of FFG's offerings and do invaluable things for the community like provide commentated tourney videos on youtube. You might see him run the deck on their Twitch channel archives or Tuesday live stream, or just ask him one of these forums / email / social media.

My understanding is he mostly plays the deck in order to get the Achievement of having Han, Luke, and Leia all in play at once, but he's still the person I see actively play Leia more than any other.

I keep trying to make Leia decks and her pod usually ends up being the first one I cut. I really liked to use her with Chewbacca's pod to get some Protect and combo Leia with Let the Wookiee Win, though.

On Zach's advice, I actually ended up cutting 1 Draw Their Fire and 1 Decoy at Dantooine for 2 Wookiee Life Debt , switching my affiliation card to Smugglers & Spies, of course. Haven't gotten to play many games with the revised build, but what I have played is encouraging - having the Wookiees gives the deck a lot more punch.

Here is a deck I have had much fun with and some success with also.

Deck Created with CardGameDB.com Star Wars Deck Builder
http://www.cardgamedb.com/index.php/starwars/star-wars-deck-builder
Affiliation:
Jedi (Core)


Total Objective Sets: (10)

2x A Journey to Dagobah (Core)
Red Five (Core)
R2-D2 (Core)
Twi'lek Loyalist (Core)
Double Strike (Core)
Target of Opportunity (Core)

2x Fleeing the Empire (Core)
Leia Organa (Core)
Fleet Officer (Core)
Stolen Plans (Core)
You're My Only Hope (Core)
Twist of Fate (Core)

2x The Rebel Fleet (Core)
Home One (Core)
Y-Wing (Core)
Repair Droid (Core)
Hidden Outpost (Core)
Target of Opportunity (Core)

2x Rumors at the Cantina (Core)
Rebel Sympathizer (Core)
Rebel Sympathizer (Core)
Common Ground (Core)
Rescue Mission (Core)
It Could Be Worse (Core)

2x A Hero's Resolve (Escape from Hoth)
Luke Skywalker (Escape from Hoth)
Snowspeeder (Escape from Hoth)
Tauntaun (Escape from Hoth)
Battle of Hoth (Escape from Hoth)
Heat of Battle (Escape from Hoth)

Some folks on CardGamedb.com have suggested some reasonable revisions, most of which involve getting rid of "Rumors at the Cantina." I have found "Rumors" very useful, though, so I have not changed the deck yet. Most of the suggestions were to drop "Rumors" and add "The Defense of Yavin 4," which seems like a good idea although it does create a greater possibility of resources being unavailable for one faction or the other.

All the cards in "Rumors" have been useful in nearly every game except for "Rescue Mission" because Leia has never been captured by the Sith or Navy decks I have played against. That might change if I played against a Scum and Villainy deck.

This deck can end a game quickly if Luke, Home One, and Red Five arrive early together!