Rey-Gon Jinn

By Hol Coronet, in Star Wars: Destiny

Alright guys, I've wanted to build a Qui-Gon deck basically since I started playing. Two Awakenings boxes in and I still haven't pulled a Qui-Gon, so he's the only card I'm missing from this. Luckily he's pretty cheap as a single so I'll get him soon enough. Anyways, on to the deck!

Battlefield:

Echo Base; Hoth

Characters:

2x Qui-Gon Jinn, Ataru Master

2x Rey, Force Prodigy

Upgrades:

2x Force Protection

1x Force Speed

2x Force Training

1x Jedi Robes

2x Lightsaber

1x Luke Skywalker's Lightsaber

2x Protective Mentor

2x Vibroknife

Events:

2x Caution

2x Defensive Stance

2x Deflect

1x Destiny

2x Guard

2x High Ground

2x Overconfidence

2x Synchronicity

2x Use The Force

Great battlefield, and it seems to have the perfect ratio of upgrades to events! It's definitely tempting to try to put 20 or more upgrades in a Rey deck, but it's really best if you can keep that number a bit lower.

Both are situational, but Force Misdirection can ruin your opponent's day every now and then, and Force Illusion can save your bacon against a really powerful deck. I'm not sure if Protective Mentor is really needed in this deck, because Qui-Gon ditches so many shields for damage anyway, but it's up to you. Also, I'm not sure what I think about Destiny and Use the Force. They're good, I'm just not sure they're the best deal. In terms of two-cost upgrades, Makashi Training is better than Jedi Robes and a little better than Force Training. In terms of three-cost upgrades, Force Throw doesn't work against a lot of really fast decks (read: Rey mirror-matches) but it can be great dice control. Although I can totally see why you put Force Protection in there for QuiGon's ability.

I'm guessing you only have one copy of Force Speed and you don't have One With the Force? I think OWtF can be super useful to play right before they finish off Rey, because it's a great support for QuiGon (hint to playing against any Rey/SomeOtherBlueThing deck, there is no possible scenario in which you don't go after Rey first - learned that the hard way at a store championship yesterday - still really angry about that). That being said, I definitely understand not wanting to chase down close to $100 worth of legendaries to boost your deck's performance by a pretty small relative amount. I bet two copies of OWtF would be good in my ObiWan/Rey deck, but I don't feel like chasing that second one.

I've been playing a lot with a Qui-Gon/Rey deck lately, so here's my advices for you.

First of all, Qui-Gon/Rey is an aggro deck. Your goal is to burst damage as fast as possible. Blue Hero currently lacks reliable control cards. Guard needs you to have a melee blue die already in the pool (can't count the number of times that my only melee die available was the vibroknife...); Force Misdirection ask you to have the same result on one of your die; Deflect is good only vs range; High Ground needs the battlefield; Overconfidence ask you to reroll so it can backfire. So more often than not, you won't be able to remove the opponents dice. So your only 'mitigation' is to kill before getting killed.

It means that your upgrades of choice should be to bring as much damage as possible, and fast. Makashi Training is one of the best upgrade for a Qui-Gon Rey deck. It cost only 2 ressources and half its sides are damage sides. Vibroknife of course is a no-brainer. Rey Staff brings you more consistency and helps to resolve your melee modifier sides (nothing worst than having 1-2 dice showing a modifier without any dice to resolve them). Force Speed allows you to burst without getting controlled by your opponent (with the obvious Force Speed/Vibroknife combo to activate Rey with Ambush, use the special of Force Speed to get 2 more action, activate QuiGon and then resolve all your melee dice or use an event (CloseQuarters Assault, Guard, Synchronicity)). And then a couple Lightsabers/Lightbow to bring more damages.

It also means that your shields should be used to soak up damage. Don't fall into the trap of wanting to abuse Qui-Gon ability to do damage. Use all those shields to protect Rey as long as possible, and then Qui-Gon one Rey fall. Use his ability only when it could kill a character, or we you rolled so many shields that you'll be able to rank them up anyway. Same goes for Riposte. It's a great card to include in a Qui-Gon deck, but timing is essential here, it's a great card to finish an opponent, but it can leaves you open for the counter attack. Caution is a must, and you should try to get it first or second round, before one of your character (more often than not, Rey) dies. Because don't fool yourself, more often than not, one of your character will die at the end of the second turn, or at the start of the third. For this reason, I don't think including One with the Force is a good idea. It sounds great to play it on Rey right before she dies so that it becomes a Support, but more often than not, you won't have the time and then you'll find it too expensive to play.

This deck also needs to ramp up fast. That's where Destiny is great. Again, don't try to aim for the perfect moment where it will give you a 3 cost upgrade, aim to use it with a cost 2 ressource. One of the best opening I have is playing Vibroknife on Rey first turn, then use Destiny to remove value 2 of Rey dice to equip a Makashi Training or Rey staff on Qui-Gon and then roll him in. Ad speaking of ramping, the Journal of Ben Kenobi is a wonderful upgrade in this deck. With Rey ability, you don't lose tempo to equip it. It allows you to overwrite it later with a lightsaber (it has redeploy, so Qui-Gon will still use it later) if you get one in time for only 2 ressources (start of a round). But until then, it can gives you his ressource back, it can add one more damage, or better yet, it can allows you to draw a card. And cards are essential in this deck. You have a lot of possible combos going on, a lot of cost 0 event, or event that can deal damage, or just draw another card for another reroll (for consitency). I was dismissing this upgrade at first, but now I love it with Rey.

As for the battlefield, there is 3 choices. Echo Base is the obvious one because of Qui-Gon ability, but as I said earlier, you should not aim to exploit Qui-Gon ability, take it as a bonus instead. That's why it's not my first choice. Other choice is Secluded Beach. It's a remover against range, so it can mitigate some damage, and if your opponent claims early, since it only target range die, it should not bother you at all. Third choice, my favorite one, is the Mos Eisley Spaceport. More often than not, its ability will be pointless for your opponent and it's always great to have a battlefield that can't backfire against you, but for your part, it means that you can take your vibroknife back into your end and get your 2 actions shenanigans with Rey again next turn, or take your Force Speed back for one ressource and play it again for free next turn on Rey without breaking your tempo, or just take an upgrade back from Rey before she dies so that you can give it to QuiGon next turn.

And that's what comes to mind for now. If you're interested, here's my final version of the list after all my playtesting:

Character: (29/30)
2x Qui-Gon Jinn (Awakenings)
2x Rey (Awakenings)

Battlefield:
1x Mos Eisley Spaceport (Awakenings)

Event: (18)
2x Caution (Spirit of Rebellion)
2x Close Quarters Assault (Awakenings)
2x Deflect (Awakenings)
2x Destiny (Spirit of Rebellion)
2x Guard (Spirit of Rebellion)
2x High Ground (Spirit of Rebellion)
2x Riposte (Awakenings)
2x Synchronicity (Spirit of Rebellion)
2x Willpower (Awakenings)


Upgrade: (12)
2x Force Speed (Spirit of Rebellion)
1x Handcrafted Light Bow (Spirit of Rebellion)
1x Journals of Ben Kenobi (Spirit of Rebellion)
2x Lightsaber (Awakenings)
1x Luke Skywalker’s Lightsaber (Awakenings)
2x Makashi Training (Spirit of Rebellion)
1x Rey’s Staff (Awakenings)
2x Vibroknife (Spirit of Rebellion)

I'm thinking this deck would be better suited without Handcrafted Light Bow. Upgrades like Force Protection and Force Training would serve Qui-Gon better. Also, there is no real need for range damage in this deck and if all damage is coming from melee than a Battlefield like Secluded Beach would REALLY benefit this deck with ZERO potential for harm. Secluded Beach also guarantees that if you loose the initiative dice roll your opponent is giving you those two shields every time. It's a win/win to start the game.

Furthermore, I don't think I like Force Speed in this deck either. I don't think you want to play this deck fast. Blue is so good at manipulating turns that it causes a mental strain on your opponent. Going out quick gives the opponent time to weather the storm, hold back their big cards, and strike unopposed.

Here's the deck I'm working with currently:

Character: (29/30)
2x Rey (Awakenings)
2x Qui-Gon Jinn (Awakenings)

Battlefield:
1x Secluded Beach (Spirit of Rebellion)

Event: (16)
2x Caution (Spirit of Rebellion)
2x Defensive Stance (Awakenings)
2x Deflect (Awakenings)
2x Guard (Spirit of Rebellion)
2x Momentum Shift (Spirit of Rebellion)
2x Synchronicity (Spirit of Rebellion)
2x The Power of the Force (Awakenings)
2x Trust Your Instincts (Spirit of Rebellion)

Support: (2)
2x Your Eyes Can Deceive You (Spirit of Rebellion)

Upgrade: (12)
2x Force Protection (Awakenings)
2x Force Training (Awakenings)
2x Jedi Robes (Awakenings)
2x Lightsaber (Awakenings)
2x Makashi Training (Spirit of Rebellion)
2x Vibroknife (Spirit of Rebellion)