So, looking at the preview for Attack Run , I was saddened by the realization that while it will make it finally possible to send Red Five on a Trench Run, the objective set has no synergy with Trench Run at all due to the ruling that "the Death Star dial is not an objective" means only objective damage and the unopposed bonus affect it. Smugglers and Spies make a better Trench Run deck than pure Rebels.
Then I realized that Smugglers and Spies might actually make a pretty good Trench Run deck. Here's my first draft.
Affiliation: Rebel Alliance
The idea is to play out somewhat like a basic Unblockable Smugglers deck, and that's how it wins if I don't see an early Trench Run. Blockade Runner and Sleuth Scout slip past enemy defenses, and Rebel Assault, Swindled, Renegade Squadron X-Wing, Cloud City Operative, and even Han Solo, Crossfire, and A Stinging Insult can clear out the smaller units my ships can't outrun. If I do manage to send my blockade runners on a Trench Run, however, that's when things get intersting. Across the Anoat Sector, Raise the Stakes, and Don't Get Cocky all grant my ships extra damage that will hit the Death Star Dial, and my tempo cards only have to hold out long enough for my ships to get in two or three good runs.
Any thoughts? Cards and interactions I might've missed?