am 21/03/2024 in
Howto build a Star Wars Unlimited sealed deck
First of all, I would recommend that you sort all the cards you opened in your 6 boosters. There are 6 colors in the game called aspects. Red (Aggression), Green (Command), Yellow (Cunning), and Blue (Vigilance) represent a certain playstyle and type of cards, they can be mixed and matched just like in Magic: The Gathering. The 2 remaining aspects are Black (Villainy) and White (Heroism), which are added to the cards that fit a specific Theme (Rebels or Imperial). Also put the leaders and the Bases seperately.
Red
Those are my red cards, Villainy on the top, neutral in the middle and Heroism on the bottom. Overall, I would say the red cards I opened are pretty good, especially Black One and K-2S0. In addition, I opened a lot of 1 drops (Units that cost 1). Since I would be happy to play most of those cards, my red is pretty deep.
Green
When I look at my green cards, I can't find a card that stands out. General Krell can be really powerful, but he is double green (has two Command aspect symbols), which you almost never play in Limited, since you could only play green then. For a Limited deck you need 30 cards minimum, and this is not possible since we only opened 17 green cards. So if you would play at least 1 green (either a green leader or a green base), you would need to pay the Aspect penalty (cards that you play that have aspect symbols on them that you do not have represented by your leader or base cost 2 more for each aspect symbol not represented). So this would cost 7 instead of five, which makes the card a lot worse. There are some powerful cards here in green, Resupply, Bright Hope, Rogue Squadron Skirmisher, Battlefield Marine, and Superlaser Technician, but nothing special.
Blue
In Blue, Gideon Hask stands out, as he is a really powerful 5 drop that can win you the game in the right spots. There are also other cards I quite like, Inferno Four, Death Trooper, and Yoda. Overall, almost all of those cards are playable, so blue is deep as well.
Yellow
Looking at yellow, three great cards immediately catch my eye; Jabba The Hutt, No Good To Me Dead, and Han Solo. Jabba is good with tricks (we only have 2 Asteroid Sanctuaries), which is not optimal, but still powerful enough, especially when looking at his Stats. Han Solo is a really powerful 7 drop. He comes, immediately kills something without taking damage and then remains on the board as a threat. No good to me dead is also a really important card, as it can exhaust the opponent's leader for two turns when they deploy it, which buys you enough time to win the game more often than not. In addition, the other cards in yellow look good as well, making it a strong color.
Neutral
Among the neutral cards, there are never any cards that stand out. However, there are a few good ones like Snowtrooper Lieutenant, TIE Advanced, and General Veers. The rest are just fillers for your deck.
The Bombs
Those are the best cards I opened in those 6 boosters. As you can see, they are equally distributed between Heroism and Villainy. So we could either play Blue/Yellow Villainy or Red-Yellow Heroism if we want to play most of those cards.
Leaders
So in order to play Blue/Yellow Villainy, we need a leader that is Villainy and either Blue or Yellow. The only one that fits this description would be Boba Fett (one of the best leaders in this set, if not the best). For Red/Yellow Heroism the only choice is Jyn Erso, who is not bad either. Overall, all the leaders in this set are playable, even if some are a bit better than others. That's why I would not look at the leaders to much when deciding which deck you should build. As long as you do not open a rare Base with an effect, you can ignore the Bases you opened, as you can choose to play any Common Base (Yellow, Red, Blue, or Green), no matter if you opened one or not. Normally, the Tournament Organizer should have those ready.
Red-Yellow Early/Late Game
In order to check quickly which option looks better, we compare the early game (Units that you can play in the first turn, so either 1 or 2 drops) and the late game (Powerful Cards costing 5 or more that can decide the game in your favor, if the game drags on. As you can see, we have plenty of Turn 1 plays here, which makes missing your Turn 1 almost impossible. Missing a Turn 1 Play can be devastating in Star Wars: Unlimited, as many decks struggle to come back after this. The late game looks great as well, as the two are extremely powerful, which makes up for the fact, that we only got 2.
Blue-Yellow Early/Late Game
The Early Game is here as well, featuring enough 2 Drops to feel safe. There are a lot of Late Game cards here as well. However, they are less powerful than the ones we have in Red-Yellow. Although this is a close call, the Han Solo and the Black One convince me, that Red-Yellow has more individual power, therefore I choose to do a Red-Yellow Heroism deck.