5 Things To Remember With ReyLo!

This originally started out as "5 Things That Are Hot and Not About Destiny" and was our regular weekly segment here at the YOUR Destiny website and meant to be a column on what has been going on, either, in Destiny generally, or in the head of the columnist specifically. It has now developed into an informal space for various reflections on Destiny from the perspective of the resident writers at YOUR Destiny. Here we deal with anything related to Star Wars Destiny.

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SEPTEMBER 18, 2019.



Written by CLAUS STAAL

There are already quite a few great articles floating around describing various experiences playing with what is undoubtedly your best shot at a competitive 2wide deck. I'd definitely recommend that you give both Grandpa Jake and Matthew Ranks' tournament reports a proper read (the latter took the runner-up spot in a hard fought match against Joe Colon), both featured on The Hyperloops, while Jonathan Magnuson has also offered his thoughts on the pairing on The Destiny Council's site following his top16 placement at the US Grand Championship 2019 at NOVA.

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You should pay attention to the experiences shared in those tournament reports and while I've been playing some 40+ test games with the pairing against Gauntlet decks, I've never taken it to a competitive event myself! Keep that in mind when reading my advice below!


If you've ever played a game with ReyLo, you'll know that Kylo Ren has a huge target mark sprayed painted all over his black outfit ... Players will automatically aim all their guns and laser cutters at him and for pretty obvious reasons. While Rey's dice are great at protecting the pair, Kylo's KILL! Rey's Power Action becomes infinitely better with Kylo alive and kicking and no one can afford too many rounds with auto damage from a Kylo Special!

I've previously stressed that ReyLo is not a Middle-Middle deck in the truest sense of the word, but rather a Big-Little deck in disguise. You can get closer to the Middle-Middle feeling though if you give Rey a bit of punch earlier and put upgrades on her early... that strategy also affects your mulligan since quite a few players fancy the Crossguard Lightsaber in their opening hand and while it's a great sidearm for Kylo, I'm finding myself much more attached to the Treasured Lightsaber and as my second upgrade the Niman Mastery. I usually only consider the Crossguard Lightsaber on Kylo, if:
  1. He's not at imminent risk of being defeated,
  2. I have a Redeploy weapon at hand to recoup the original investment (and can afford playing it),
  3. The ping damage deals lethal damage AND
  4. The lethal damage could not be found by any other means.
Obviously games develop in different ways, but I've often found myself in a much more dominant position once Kylo goes down if Rey is ready to go to war with two or three upgrades! THEN her Special can tank plenty of damage and the upgrade dice push through kills when needed.

Following the reasoning above and the general philosophy of middle-middle aggro decks, you should almost always resolve Resource sides when able! Resolving your Resource sides allow you to play more upgrades or play an upgrade AND play events. In my current version of ReyLo, all my mitigation is 0cost, but my tech cards are 1cost, which means that without additional resource generation throughout a round, I'm limited to playing just one upgrade per round. You should not expect a game to go beyond round 3, which means that you will be limited to just three upgrades throughout a game, and if playing three upgrades, possibly no tech cards!
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Needless to say, but nonetheless, it's of course important that you find the right balance for each match-up. Don't start resolving Resource sides if you can threaten to deal lethal damage to a character at the end of a round with a discard to reroll or if you can save a character by finding Shield sides or a Rey's Special. But do not throw away resources if the damage you could potentially deal is insignificant. Do not underestimate how valuable a commodity resources are for middle-middle decks.

Speaking of resources ... I've also found throughout my test games that ADAPT is the solution to the problem of It Binds All Things, which I just hate, but couldn't seem to get rid off! If you feel the same about It Binds All Things then I'd recommend the switch. Adapt is much more flexible even allowing you to play 3cost upgrades round 1, cannot be removed by support hate cards, while I'm yet to play an It Binds All Things beyond round 1 in any game (unless I have NOTHING to spend my resources on, which rarely if ever happens with this deck).


This is basically copied straight from my previous deck analysis of ReyLo, but due to the dice sides of your upgrades and both characters, you are left extremely PRONE to Easy Pickings and even cards like Entangle and In The Crosshairs (you won't see many of the latter though). Most of your dice share AT LEAST 2 die sides that will allow them to be picked, and it can feel like an almost instantaneous game loss to have two out of five dice picked in round 1.
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Make sure that you make it as difficult as possible for your opponent to pick off your dice. Don't get tempted to roll all your dice into the pool to maximise the effect of your discards-to-reroll if there's a risk of an Easy Pickings or any other mitigation that threatens to time walk you. You have plenty of actions allowing you to durdle around a bit before committing too many dice to the pool. Move Shields around, ping damage, resolve a single die ... you are not in a hurry with this deck ... go slow, stay safe!

Now, Easy Pickings is not the only enemy out there, but the impact of Easy Pickings in a deck that aims at using good dice side several times, making them explode, is so massive that it's worth keeping in mind. In many instances, when an opponent successfully removes 2 dice, it can feel like - and effectively is - the equivalent of losing 4+ dice!


Yesterday, Gameslayer989 gifted us with an amazing article on EXPLODING DICE and few other character pairings can make dice explode in the way that ReyLo can!

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You will be working with relatively few dice throughout a game, probably no more than 8 at any given time, but you are likely to operate with just 6-7, which equals 4 character dice, 2 upgrade dice and an R2-D2 die. To be able to compete with other top tier decks that operate with a much larger dice pool, you'll need to practice how to maximise your dice efficiency. You'll in other words need them to explode regularly.

There's a lot of sequencing in this deck that can make or break it. Bad sequencing can rob you of the equivalent of 2-3 dice in a round and believe me, I've made my fair share of mistakes in various test games.

And while I remember it! It's usually a good strategy, IF you either win the roll-off for Battlefield (which you rarely do) and pick your opponent's Battlefield OR your opponent picks his own Battlefield, to allocate both Shields to Kylo Ren. That way, you can still use his Power Action to move a Shield to Rey, deal 1 damage and easily meet the trigger condition for exploding Rey's Special (since you now end up with 1 Shield on both characters after Kylo's Power Action).
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You have plenty of ways to set up your dice to ensure they explode! It's the easiest to set up Rey's dice using cards like POLARITY, recurring LUKE'S PROTECTION from the deck with R2-D2 or TREASURED LIGHTSABER, while either character with NIMAN MASTERY can use PUSHING SLASH to ensure favourable dice outcomes. There's a drastic surge in power level of this deck once you get all your small bits and pieces to gel properly.



This may seem counter-intuitive to some of the other points of this column, but it is worth remembering that quite a few decks that you are likely to encounter on top tables have the ability to just go off ... that is to suddenly burst out ridiculous amounts of damage. Decks such as Jabba 3wide Supports and Satine Droids will be able to stack a crazy amount of dice that can kill off a perfectly healthy character cowering behind Shields ... this usually happens late round 2 or round 3.

Being aggressive though does NOT necessarily entail killing characters as fast as possible, but can also be to put pressure on an opponent's mitigation early, deplete his options to allow for as effective late rounds as possible. You don't want to give your opponent too many options. You have plenty of ways to turn dice that doesn't require you to discard to roll, and you don't have a lot of focuses in this deck, including Rey's Power Action, playing Niman Mastery, R2-D2 Specials, etc. You should constantly try to put yourself in situations where your opponent is forced to play catch-up and be reactive. Try and think of all the games of Star Wars Destiny that you've lost by one action! ONE ACTION! You see my point!

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Now, while being aggressive and pro-active is true for the vast majority of decks in a competitive field, all of them to be fair, it's even more important for a 2wide deck with just a single support adding a die to the pool! Whenever you perform an action, it's supposed to have a major impact on the game.


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