A new set has released, and with its arrival comes a multitude of new deck combinations we’re going to have to try. Rex is definitely one of the more intriguing characters of the set, with his ability to secure the battlefield repeatedly. Thus today, we’re going to start with what I call Driver’s Ed, a deck in which Rex puts up with Ezra’s shenanigans as he attempts to teach him how to properly drive vehicles. We’re running eRex, Clone Trooper, and Blue Ezra.
So first things first, lets figure out why we want these characters. Well, as stated above, Rex is intriguing, and together with at least one Clone Trooper can guarantee us the battlefield for powerful events such as Defensive Position. But why Ezra? Well it comes down to a few factors. First, we want to run a hybrid vehicle and upgrade list such that we can run Weapons Factory Alpha, and essentially gain 1 extra resource a turn. The advantage of this type of list is that we can pick the best of both worlds, the most efficient vehicles, and the most efficient upgrades. Ezra brings in by far the best 2 cost redeploy in the game in his blaster, so that’s going to be one of our primary motivations for running him. Additionally, a standard drawback of vehicle lists is hand dependency, and the card draw from Ezra should help with this, at least in theory.
With this in mind, lets take a look at our list:
So lets start by discussing our choice of dice cards. For upgrades we have the DH-17, E-11, and Ezra’s Lightsaber. DH-17 is simply fantastic for at 1, with comparable die sides to most 2 cost guns. Ezra’s on the other hand may cost 1 more but has 3 base sides at 1-2-2 and redeploy to boot. Finally, E-11 is just another solid 1-2-2 die with no pay sides (which is why it takes the edge over Holdout).
Moving on to our supports we have Resistance Crait Speeder, T-47 Airspeeder, Y-Wing, Arc-170, and 1 each of C3-PO and R2-D2. The Crait, T-47, and Y-Wing are all nuts value. While the ARC-170 isn’t quite on the same level, we needed an extra couple supports to help with utilizing Weapons Factory Alpha and Rally Aid. R2 and C3-PO are just there for helping with consistency. What really pushes these cards over the edge is the potential cost reductions available. Any of them will be great value with Weapons Factory, and of course, Rally Aid is straight broken when you hit the vehicles.
As far as defensive cards go we have 1 Blaze of Glory, Defensive Position, Dug In, First Aid, Suppressive Fire, and Plastoid Armor (LOL). Defensive Position and Dug In are no brainers with Rex (although there is some potential for losing Rex or Trooper early, in which case we might have too many dead cards, but we’ll have to find out). First Aid is absolutely broken round one, and while it can’t heal Ezra, if your opponent decides to leave Rex on the board just to go for Ezra, you should be happy. Suppressive Fire is neat and can help with action cheats. Plastoid Armor is sort of there for the meme, but it’s also just an easy way to help us turn on Ezra’s card draw. Finally, Blaze of Glory can at times absolutely destroy when we’re able to remove 3+ dice and majorly overkill a low health character, but it’s situational, so just a one of.
Finally, our resource gen is pretty straight forward, a couple Rally Aids and a Logistics. We might need more than this, in fact we probably do, but the cost curve is often the hardest aspect to figure out when theory crafting a deck. Once we’ve played a few times we’ll see whether we feel the need to toss in a few extra resource gen cards.
So that’s that. In theory, we have a vehicle deck here with 27 HP, free card draw, great control, and lots of starting damage on our dice. Our resource gen may be low, but our card draw can help us reach Rally Aid quickly, and getting Weapons Factory Alpha every turn (provided we have our battlefield) is also quite nice. I haven’t tried this deck yet, but I suspect it could be quite the solid deck.