Deck BuildingThe Blog

Bruh, Do You Even Yub Nub?

If you’ve read my previous article about our frightening bear friends, you already know how excited I am for Ewoks to be released in the upcoming set, Spark of Hope. My excitement has skyrocketed since being able to get the cards on the table. They are even more fun than I had hoped.

While I do not normally approve of play testing with spoilers before a set drops, I had to make an exception for these cute little murder bears. I mean, can you really say no to those faces?

With the limited information we have about Spark of Hope, I put together a decklist with cards that I am familiar with from the current sets. You’ll see that the only non-character card included from the spoilers is Glider Attack (SH102), and there is reason for that. I refuse to use Wicket (SH97) yet, as I am not sure what the set will hold in regards to the trap card dynamic, so that leaves little in the means of Ewok specific cards.

Nothing is Guaranteed (?)

With this build I am attempting to keep the strategy focused on my favorite aspect of the Ewoks, their 100% guaranteed Indirect damage. While the stream of damage is slow moving, it is efficient and undeniable. No dice rolls, no fear of mitigation. In a game where most decks have 6-10 cards dedicated to dice removal/control, the absence of dice makes a good portion of your opponent’s cards irrelevant.

My original article included the idea of using Gang Up (LG68) to create an overpowered die that could boast up to seven indirect damage on it’s own. However, during testing I found that this die would draw out all of an opponent’s mitigation and rarely get resolved. In my current build Gang Up has been cut, as it has not seemed like a good investment of three resources.

By leaning into the idea of minimal dice components, I have chosen to keep the only dice card as Chief Chirpa (SH93), since a unique Ewok is needed for the team. I am using Chirpa because when you break it down, he is only a six point character, (you are allowed a free Ewok – or Freewok™ - with his ability, a four-point bonus from a ten-point character). His die is not terribly important, as the pawns do most of the heavy lifting during your match-ups. So, our lineup is Chief Chirpa with six, count it, SIX Ewok Warriors (SH95). 

With a total of 31 health spread between seven bodies, this team can hold up pretty well with its extensive toolbox. Since you don’t have to worry about dice upgrades taking up space, you have plenty of room to outfit your deck with other toys. We’ll start with my favorite off-the-wall choices.

Off-the-Wall Cards

Diplomatic Protection (LG123) – You want to see this card round one. With the possibility of 12 shields when the attached character drops, you are ramping health dramatically. With cards like Draw Attention (CV94) and Dangerous Maneuver (LG150), along with the large amount of indirect damage in most decks, you don’t have to work very hard to achieve this goal.

Convergence (CV93) – Ewoks do not fear the unholy trinity of supports that are running rampant in our current meta. With this single event, you can crush a legion of Stormtroopers, whether they are part of Vader’s Fist (AG13) or manning a Mega Blaster (CV31). For the first few rounds of the game, this card will be online for the big supports, but even having the ability to take a three-cost upgrade off the board late in the game is a major balancer.

Max Yub Nub

While spicy tricks are fun, there still needs to be a way to achieve the win condition. A deck with one die needs to rely heavily on the damage it can pull from its hand. If your opponent spikes three Ewoks during round one, you’re going to be in a bad spot for putting out consistent damage. These are the cards that I hope to draw when I’m on my back foot and in need of extra damage.

Rigged Detonation (WF98) – This card really has the power to take an opponent off guard, especially when they’ve been ramping or being drowned in money by your Maz’s Vault (LG122) and Truces (CV149). It’s not hard to drop this card for four or five damage, taking back the lead with a single resource. It can be tricky though, so make sure you are not being obvious when allowing your opponent to take an easy claim.

Laser Tripwire (CV100) – While not helpful against some decks, this support can slow an opponent’s pace and make them consider their actions more carefully. When you sit down against characters like Darth Vader (AG1), you will be happy to have included this card in your deck.

Bravado (LG116) – Not as good as its predecessor Reversal (SH146), Bravado serves a dual purpose as removal and extra damage from hand. At three cost, I chose to keep it at a single count.

Cantina Brawl (LG148) – This card is clutch when an opponent only expects indirect damage from this deck. Some folks will stack damage on a character until they reach one health remaining, hoping that they can still get use from them up until the point they don’t need them. This card is direct damage, a punch straight in the mouth. 

Occasionally, you’ll be able to get into a match of wills with an opponent who chooses to retaliate with the discard effect. Let them do it. In the end, you may take some extra damage, but they have taken the same amount and also have lost potentially important pieces thru discard. But most importantly, don’t you want to picture a bunch of Ewoks getting in a bar fight with Doctor Aphra, Padme, or Count Dooku?

Through The Pass (AG101) – In the same vein as Cantina Brawl and Laser Tripwire, I searched and searched for cards that have lived comfortably in my binders since I’ve owned them. While this is not going to turn the tide of the match, it may just give you that extra indirect damage that you need to not fall behind. By playing this card on one of your Ewok Warriors, you get the opportunity to reset him at no additional cost since you rolled zero dice. This may only get you one additional damage, but every bit counts. Have you not seen the end of Return of the Jedi?

As for the mitigation package, it pretty much builds itself. With a team of seven characters that all share the same subtype, you almost always have cards like Near Miss (CV166) and Flank (AN15) online. I opted to not include Into The Garbage Chute (LG124), because in testing I found that exhausting an Ewok takes too much away from your end goal. There are plenty of other removal cards that work well in Yellow Hero. Plug in some cards like Easy Pickings (LG117) and Flee The Scene (CV95) and you’re basically there. There is a good bit of flexibility here for your own creative choices. So don’t take my word for it, try it out!

And there you have it — a quick and easy Ewok deck to put together when Spark of Hope drops. While I’ve only been able to put a few hours into play testing, I think this build is starting to come together. I have been having a lot of fun with the absurdity of it all and I think Ewoks will see some play in the coming months. 

Have fun and may the Force be withcha!


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