Han Ramp v0.2

Han Solo
Audacious Smuggler
Energy Conversion Lab

Command AspectCunning AspectHeroism Aspect
Total: 50 Cards


Math

Deck Price: $157.19
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v2
Premier
1

Published October 11, 2023


This deck is all about building out Mana, maintaining card advantage, and curving into large swing plays with Han Solo (unit) and Home One.

Some of the early plays you’ll want to try with your Hero action: Turn 1 Millennium Falcon. Turn 1 R2D2 —> C-3PO. Turn 1 Resupply.

Han’s action here is extremely powerful, but be careful not to overdo it - the loss of a resource and card can be expensive quickly. You’ll need to leverage cards like Prepare for Takeoff, Kallus, and R2D2/C-3PO to maintain your card advantage as best you can. Ezra can also hold the fort if you’ve overextended your card advantage to keep playing actions. Lastly, an endgame Command is a great way to pull out a Home One or Han Solo from the discard pile to get in a play.

When you run into uncertainty with which cards to play for resource, prioritize heroism units (and other units second). This is to help you have essential choices for Home One down the line. Don’t be afraid to pull back the Millennium Falcon to your hand and stash it as a resource, and then destroy it as a resource in the mid to late game to sneak it into the Discard pile for a free unit play. Similarly, don’t be afraid to use Waylay on your own cards when needed, especially with Home One. Note, you can always put Home One as a resource early, destroy it with your ability later, and then add it back to your hand using Command!

This deck still needs extensive testing, but these are some of the experiments I’ll be trying next:

You’re My Only Hope for some Home One shenanigans with R2: Sub 1 Recruit —> Add 1 Prepare for Takeoff. Shoot First. Rogue Operative (Saboteur is solid). Rebel Pathfinder and/or Fleet Lieutenant.

Other possibilities are weighting the deck more towards Space Units for better +1 value from Prepare for Takeoff. Try it out, let me know what you think!



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