@@SWUDAD I’ve been playing almost exclusively Han Green. Have about 150 games with it so far. Many more to come. My favorite thing about the deck is how adaptable Han ability makes it. It gives you a ton of options each turn which increases the chances to make mistakes. My favorite secret cards into the meta right now are General Rieekan (stops Sabine on a dime), Arquitens assault cruiser (because Fett’s firespray ruins this deck and with any ramp at all, it comes out on the same turn), Home One is an awesome closer to follow up General Rieekan. Puts games out of reach of Sabine and only gets stronger the longer the game goes against control. Grabbing wreckers, Poe’s and Rieekans is pretty nuts. All in all, it *can* manage about a 60% win rate into any deck in the meta. Not elite against anything, but strong against everything. The hardest matchups are Palpatine green, and anything with pillage.
@@jaketheglutenphreakharris6620 Yeah totally agree with just about everything you have said. I need to try out General Rieekan I love the Assault Ship as well. What ramp are you using in your list to get there consistently on the same turn as Fett’s Firespray against Boba ?
@@SWUDAD you won’t go back. The flexibility that he provides is way more powerful than the sum of his parts. ECL or timely out Rieekan, kill a dude, then place sentinel on the best two units to counter your opponents offensive, or double up and give it an experience after you give it sentinel. I usually choose whatever has already attacked to guarantee the rest of the damage on my board. Absolutely massively underutilized card imho
The more you're discussing the deck, the more excited I get. Seeing Tech in this deck to smuggle any card AND with Han's ability to cheat cost gave me some chills, haha
Yea Tech is really good in here. I wanted to show in this video that this deck can beat aggro consistently. Tech is so useful though against Rey/Han, and control decks. Just being able to get back any card is amazing. Like get a "Fell the Dragon" from your resources to kill an Avenger for example
@@SWUDAD I didn't realize that Tech could even allow you to smuggle out a card like "Fell the Dragon" - I assumed it was only creature/unit cards, but that is such a neat additional play added to SWU now.
I’ve had a ton of experience with the deck. I recommend cutting Marauder for Desperado Freighter. I think after you play several games you’ll agree. Marauder with Han ability comes out on 3 health and trades into almost every 2 and 3 cost space unit in the game. It’s not a good trade. And the ramp only hits about one in every 10 games. When played on 5 resources it doesn’t have enough power to kill anything relevant or it’s killing units that have already been wailing on your base for multiple turns. Bright hope is better into the meta imho if you need and anti tempo play. Freighter is also better because it can play as both tempo and ECL space removal. Its body is huge for its cost both with and without it Han ability. It’s better pressure into control and better board control into aggro.
I’ve tried this deck a ton. I almost always ended up losing to Sabine on this configuration. I am currently running freighter instead of marauder. I’ve been using I find echo just dies to literally every aggro 2 drop in the game and puts me a turn behind. It’s truly awful into 3 power 1 drops also. Cassian Andor is a better turn 1 play with Han ability and the 3 damage from smuggle sometimes ends games and applies much better pressure. I also dropped Starviper for K2SO. I found that I was getting trounced by control and needed more tempo. It’s been a huge help. General Rieekan instead of superlaser tech because of the aggro matchups. Rieekan is incredibly underrated. And once you play with him a bit it’s easy to see why. He’s incredibly disruptive and it’s able to shift sentinel around to your healthy units to maintain your board state. I’ve been testing out choose sides as tech against control matchups. Mixed results so far. Home One is a must IMHO. Not only is it devastating in its own right, but at 9 resources it can bring Poe back. Modded Cohort is also another really strong grab. If you manage to grab a Rieekan or Wrecker is almost always GG.
With the current configuration I am playing I haven't lost to Sabine yet. Definitely like your take though. What is your typical game plan early game? Also, what is your list if you don't mind sharing?
@@SWUDAD haha we have like 3 convos going on across the comments section 🤣 The early game plans ENTIRELY depends on the matchup. Against aggro, I side out all my kayt and most of my ramp. The entire plan is to bonk into their units, kill their units with mine and have mine survive with 1-2 HP. Build the board state through trading, ambush, and cards like Poe, Rieekan, and bright hope. Into midrange the plan is to play pretty even. Trade when it makes sense, hit base when they have very little threat. Build up value over time. Win with the many late game bombs in my version. They just start coming down one after another for 3-4 turns. Your late game is better, but yellow decks can win anyway with their tempo plays because pretty much all the removal is combat based. That’s why early damage is important. If you can get them on the back foot, you’ll always win because of your top end. Into control, MUST. HIT. BASE. You are now the aggro deck. K2SO almost always throws damage at base. If you play hyper aggro you can get there. Sundari Peacekeepers is really bad here usually because when they attack into it, they don’t really take damage back.
@@SWUDAD I love the Jedi package and restore to crush aggro. I need the discard for control. Kuiil is amazing for anything, so I want to keep red at a minimum. Just trying to get it all without building a 60 card Deck.
Deck is very cool, but there's one problem: gunslinger won't work with han's abbility. It will die before will be able to trigger its "when played" ability
@@dawid_b_1 Appreciate it !! Reckless Gunslinger’s ability works. It’s Been verified with FFG. Because it’s “when played”. Stolen Landspeeder however, does not work, which is unfortunate because that would be disgusting. Because it dies before going to opponent
@@SWUDAD landspeeder has the same exact wording: when played. It doesn't work because the Han's ability changes whole play from hand action. So you check it first. And because Han kills both speedster and gunslinger both of them won't work. That is how the rules says. But if you can: please verify it again, because I really really like your tech and I really want it to work as you say 😊
@@dawid_b_1 go on RUclips to “FFG Live Comprehensive Rules Update”. It was put out about a month ago It is clarified there. Someone explains it very well in the comments. It’s a little confusing, but I’ll try my best to explain Both the Reckless Gunslinger, and the Stolen Landspeeder’s ability still trigger. The Reckless Gunslinger’s ability still resolves just like it normally would when played. The Stolen Landspeeder’s ability still triggers, but because Han’s ability still has to resolve the Landspeeder dies before it can go to your opponent. Both the Landspeeder and the Gunslinger still trigger. But Han’s ability doesn’t block the Gunslinger’s ability from working. It does however block the Landspeeder’s ability because you can’t send a unit that has been defeated to your opponent. The same thing happens when you try to ECL the Landspeeder in on turn 1, and it dies before it goes to your opponent so you can’t trigger’s it’s bounty effect. Because it has to die on your opponents side for the bounty effect to work
Brother the only problem is you're confused about the mechanic of how trigger stack works. You use Hans ability to play gunslinger, as it enters the board the trigger of pinging both bases hops on stack. You resolve DMG to it first, then you resolve damage to bases. Afaik it's the best turn 1 ramp mini combo(not counting playing resupply with old Han turn 1) in game with spark of hope, you get the gunslinger as a resource and you can later play it again with smuggle.
@@Katar1995 it's not entering anywhere because it's already defeated. The same as landspeeder... They have the same exact wording. So they both work or none do. If landspeeder is not working so is gunslinger. And it's officially stated why landspeeder is not working.
@@nickfanzo Nah Old Han is one of the best decks in the game. He’s regularly in top cuts and probably has more overall tourney wins than any other hero.
Switch in 2x Command in that spot. If I didn't want to be able to get ECL Wrecker on turn 3 sometimes I would just play 2x Command. It's so versatile and love being able to get back important units from the discard pile
Personally, I’ve been running 3x Cassian Andor over the Peacekeeper because he’s just not good without sentinels protecting him and 3x K2-SO over the SLT and 1x Recruit.
@@lpsoldier78 Yea I had Cassian in there for a bit, but Peacekeeper has been really strong against Sabine. Too good to keep out. I like K-2SO as well and had it in the original list, but if I was going to take out SLT than I would take out more of the top end stuff as well.
Do you think Young Han Green has what it takes?? Why? Why not? How do you like to play Young Han?
@@SWUDAD I’ve been playing almost exclusively Han Green. Have about 150 games with it so far. Many more to come. My favorite thing about the deck is how adaptable Han ability makes it. It gives you a ton of options each turn which increases the chances to make mistakes.
My favorite secret cards into the meta right now are General Rieekan (stops Sabine on a dime), Arquitens assault cruiser (because Fett’s firespray ruins this deck and with any ramp at all, it comes out on the same turn), Home One is an awesome closer to follow up General Rieekan. Puts games out of reach of Sabine and only gets stronger the longer the game goes against control. Grabbing wreckers, Poe’s and Rieekans is pretty nuts.
All in all, it *can* manage about a 60% win rate into any deck in the meta. Not elite against anything, but strong against everything. The hardest matchups are Palpatine green, and anything with pillage.
@@jaketheglutenphreakharris6620 Yeah totally agree with just about everything you have said. I need to try out General Rieekan
I love the Assault Ship as well. What ramp are you using in your list to get there consistently on the same turn as Fett’s Firespray against Boba ?
@@SWUDAD you won’t go back. The flexibility that he provides is way more powerful than the sum of his parts. ECL or timely out Rieekan, kill a dude, then place sentinel on the best two units to counter your opponents offensive, or double up and give it an experience after you give it sentinel. I usually choose whatever has already attacked to guarantee the rest of the damage on my board. Absolutely massively underutilized card imho
@@jaketheglutenphreakharris6620 yeah sounds incredible. I am sold. Care to share your list? Would love to compare notes
Great video! Like 2 LaserTech instead of 3… Going to try out a version locally :)
@@somethingsomethinggaming3818 thank you. Let me know how it goes !
@@SWUDAD Hehe it went 2-2.. lost to my own missplays, but overall nice! Pillage was added 3 out 4 matches :D
@@somethingsomethinggaming3818 yeah it takes a lot of reps to get the hang of it. Pillage is really good right now
Would you play it again?
@@SWUDAD absolutely :) But maybe I take it for a Blue turn as well :D
@@somethingsomethinggaming3818 Yeah Blue is great as well, more of a soft control style of play. Definitely a strong deck
The more you're discussing the deck, the more excited I get. Seeing Tech in this deck to smuggle any card AND with Han's ability to cheat cost gave me some chills, haha
Yea Tech is really good in here. I wanted to show in this video that this deck can beat aggro consistently. Tech is so useful though against Rey/Han, and control decks. Just being able to get back any card is amazing. Like get a "Fell the Dragon" from your resources to kill an Avenger for example
@@SWUDAD I didn't realize that Tech could even allow you to smuggle out a card like "Fell the Dragon" - I assumed it was only creature/unit cards, but that is such a neat additional play added to SWU now.
@@koro898 yeah really opens up possibilities for creativity . Definitely going to explore that more myself
I’ve had a ton of experience with the deck. I recommend cutting Marauder for Desperado Freighter. I think after you play several games you’ll agree.
Marauder with Han ability comes out on 3 health and trades into almost every 2 and 3 cost space unit in the game. It’s not a good trade. And the ramp only hits about one in every 10 games.
When played on 5 resources it doesn’t have enough power to kill anything relevant or it’s killing units that have already been wailing on your base for multiple turns.
Bright hope is better into the meta imho if you need and anti tempo play.
Freighter is also better because it can play as both tempo and ECL space removal. Its body is huge for its cost both with and without it Han ability. It’s better pressure into control and better board control into aggro.
@@jaketheglutenphreakharris6620 Yeah i'll have to look into that. Makes sense
I’ve tried this deck a ton. I almost always ended up losing to Sabine on this configuration. I am currently running freighter instead of marauder.
I’ve been using I find echo just dies to literally every aggro 2 drop in the game and puts me a turn behind. It’s truly awful into 3 power 1 drops also. Cassian Andor is a better turn 1 play with Han ability and the 3 damage from smuggle sometimes ends games and applies much better pressure.
I also dropped Starviper for K2SO. I found that I was getting trounced by control and needed more tempo. It’s been a huge help.
General Rieekan instead of superlaser tech because of the aggro matchups. Rieekan is incredibly underrated. And once you play with him a bit it’s easy to see why. He’s incredibly disruptive and it’s able to shift sentinel around to your healthy units to maintain your board state.
I’ve been testing out choose sides as tech against control matchups. Mixed results so far.
Home One is a must IMHO. Not only is it devastating in its own right, but at 9 resources it can bring Poe back. Modded Cohort is also another really strong grab.
If you manage to grab a Rieekan or Wrecker is almost always GG.
With the current configuration I am playing I haven't lost to Sabine yet. Definitely like your take though. What is your typical game plan early game? Also, what is your list if you don't mind sharing?
@@SWUDAD haha we have like 3 convos going on across the comments section 🤣
The early game plans ENTIRELY depends on the matchup. Against aggro, I side out all my kayt and most of my ramp. The entire plan is to bonk into their units, kill their units with mine and have mine survive with 1-2 HP. Build the board state through trading, ambush, and cards like Poe, Rieekan, and bright hope.
Into midrange the plan is to play pretty even. Trade when it makes sense, hit base when they have very little threat. Build up value over time. Win with the many late game bombs in my version. They just start coming down one after another for 3-4 turns. Your late game is better, but yellow decks can win anyway with their tempo plays because pretty much all the removal is combat based. That’s why early damage is important. If you can get them on the back foot, you’ll always win because of your top end.
Into control, MUST. HIT. BASE. You are now the aggro deck. K2SO almost always throws damage at base. If you play hyper aggro you can get there. Sundari Peacekeepers is really bad here usually because when they attack into it, they don’t really take damage back.
I was also thinking choose sides could be good. If Palpatine takes your big unit, just take it right back.
@@dougdstecklein yeah I like that.. the question than becomes what to cut in the sideboard
Cad Bane Aggro! I am currently working on it..
Another awesome one. Are you gonna try a Han blue anytime soon?
@@Jason-uf8uv appreciate it ! yep working on it now. next video in a day or two
@@SWUDAD Awesome, I'm trying myself but... lol
@@Jason-uf8uv what are you having difficulty with ?
@@SWUDAD I love the Jedi package and restore to crush aggro. I need the discard for control. Kuiil is amazing for anything, so I want to keep red at a minimum. Just trying to get it all without building a 60 card Deck.
@@Jason-uf8uv yeah i agree. It’s tough figuring out which way to go with the deck . Having the same issue myself
I have a young han showcase but I think I wanna try double aggression.
Nice! I was hoping to land one of those.
I Like Young Han Blue more, but the deck is pretty good.
Young Han Blue is the next video I am putting out.
@@SWUDAD perfect
Deck is very cool, but there's one problem: gunslinger won't work with han's abbility. It will die before will be able to trigger its "when played" ability
@@dawid_b_1 Appreciate it !! Reckless Gunslinger’s ability works. It’s Been verified with FFG. Because it’s “when played”.
Stolen Landspeeder however, does not work, which is unfortunate because that would be disgusting. Because it dies before going to opponent
@@SWUDAD landspeeder has the same exact wording: when played. It doesn't work because the Han's ability changes whole play from hand action. So you check it first. And because Han kills both speedster and gunslinger both of them won't work. That is how the rules says. But if you can: please verify it again, because I really really like your tech and I really want it to work as you say 😊
@@dawid_b_1 go on RUclips to “FFG Live Comprehensive Rules Update”. It was put out about a month ago
It is clarified there. Someone explains it very well in the comments. It’s a little confusing, but I’ll try my best to explain
Both the Reckless Gunslinger, and the Stolen Landspeeder’s ability still trigger. The Reckless Gunslinger’s ability still resolves just like it normally would when played.
The Stolen Landspeeder’s ability still triggers, but because Han’s ability still has to resolve the Landspeeder dies before it can go to your opponent. Both the Landspeeder and the Gunslinger still trigger. But Han’s ability doesn’t block the Gunslinger’s ability from working.
It does however block the Landspeeder’s ability because you can’t send a unit that has been defeated to your opponent. The same thing happens when you try to ECL the Landspeeder in on turn 1, and it dies before it goes to your opponent so you can’t trigger’s it’s bounty effect. Because it has to die on your opponents side for the bounty effect to work
Brother the only problem is you're confused about the mechanic of how trigger stack works.
You use Hans ability to play gunslinger, as it enters the board the trigger of pinging both bases hops on stack. You resolve DMG to it first, then you resolve damage to bases.
Afaik it's the best turn 1 ramp mini combo(not counting playing resupply with old Han turn 1) in game with spark of hope, you get the gunslinger as a resource and you can later play it again with smuggle.
@@Katar1995 it's not entering anywhere because it's already defeated. The same as landspeeder... They have the same exact wording. So they both work or none do. If landspeeder is not working so is gunslinger. And it's officially stated why landspeeder is not working.
Wait, are they trying to make characters from the newer movies better than characters from the old movies In this game?
The horror! 😂😂
😂 Actually the Older Han is really good in this game too
@@nickfanzo Nah Old Han is one of the best decks in the game. He’s regularly in top cuts and probably has more overall tourney wins than any other hero.
@@lpsoldier78 I know, I’m simply joking
you need new mic..a lot of crackling sounds
It is new lol... Just got it last week.
I just hate SLT in Young Han. It’s unplayable most of the time as the tempo loss is not worth ramping one time.
Switch in 2x Command in that spot. If I didn't want to be able to get ECL Wrecker on turn 3 sometimes I would just play 2x Command. It's so versatile and love being able to get back important units from the discard pile
Personally, I’ve been running 3x Cassian Andor over the Peacekeeper because he’s just not good without sentinels protecting him and 3x K2-SO over the SLT and 1x Recruit.
@@lpsoldier78 Yea I had Cassian in there for a bit, but Peacekeeper has been really strong against Sabine. Too good to keep out. I like K-2SO as well and had it in the original list, but if I was going to take out SLT than I would take out more of the top end stuff as well.
In my experience there is plenty of ramp without SLT. I can see Peacekeeper in the side for Aggro matches
@@lpsoldier78 Are you still playing "Price on Your Head" in your list?