I'm trying to make a deck with focus on winning through Trench run. The main idea is to get the mission up early and then set things up so that it can be attacked more than once per turn. This should be possible by using Wookie navigator. Note that the deck has to be Rebel fleet, because Mobilize the squadrons (which includes Trench run) is a Rebel only objective.
My initial plan was to have Fleeing the Empire (with Leia) and Questionable Contacts (for Swindled and Han). This makes it possible to get quite a lot of focus removal. Double Strike would have been great to have as well, but is in a Jedi only objective set.
The deck is then:
Rebel fleet
2*Mobilize the Squadrons
2*Decoy at Dantooine
2*Fleeing the Empire
2*Questionable Contacts
1*Hit and Run (mainly for fate cards)
1*Rumours at the Cantina (for playing it safe with the resource matching, but may not be necessary)??
But for this deck, having A Hero's Journey (with Trust Your Feelings) seems like a great option to include. But then it gets hard to choose what to do away with (and the deck becomes a 3 affiliation deck). Am i going overboard with trying to include this set too? I'm thinking about this option:
Rebel fleet
2*Mobilize the Squadrons
1*Decoy at Dantooine
1*Fleeing the Empire
2*Questionable Contacts
2*A Hero's Journey
1*Hit and Run
1*Rumours at the Cantina (which is now more or less a must I think)
But with this I only have 1 Wookiee Navigator which means that the focus of the deck has shifted a bit from what I started with. This is not a big problem, the deck is thematically awesome
. But is it now completely useless? And what about the first version, what do you think?