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A Preview of the Jump to Lightspeed Meta

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Jump to Lightspeed is out in the wild with some successful pre-release events all over the world. The fourth set in Star Wars Unlimited and the first set for year two, which looks like it'll add some spices to a healthy meta. Of course, it'll still be a few weeks before the competitive scene solidifies into something more formal, we're taking a look at some of the frontrunners of our new meta. You'll recognize a lot of the decks and archetypes in here, with a few new cards in here and there - but there are some brand new faces to talk about here.

Our first deck, the pride and joy of aggro players everywhere, has added a few ships and pilots to the list but largely remains the same. Mean Green Sabine adds Luke Skywalker - You Still With Me? and Chewbacca - Faithful First Mate to an already cost-efficient suite of units looking to hammer the enemy base as fast as possible. Both add card advantage to the deck in different ways, but Luke in particular might be the best Pilot in the set with his ability to eject. The other two additions to this pool are Seasoned Fleet Admiral and Sabine's Masterpiece. The ship is an easy way to add an aggro unit that also happens to have some healing. Seasoned Fleet Admiral might end up as a sideboard card depending on how the meta shakes out - but for now this cheap unit provides a first turn unit with large Health.

Tarkintown Jango Fett is another popular deck blessed with killer space support in the new set. As a deck that utilize Triple Dark Raid as much as possible, Jango decks might've gotten some of the best new cards for the meta. Adding to a plethora of 1-cost units we're bringing in some indirect damage with First Order Stormtrooper. At our top end we also want to see Devastator - Hunting the Rebellion which provides a massive body in space, some indirect damage, and the ability to make our indirect more efficient. Devastator is also a great hit on both Sneak Attack and Triple Dark Raid since it has such a high cost and a When Played effect that's just raw damage. Without a doubt, though, the most important new addition to our crew is War Juggernaut. This undercosted Vehicle lets us pop enemy shields and pluck off enemy tokens for cheap, then gathers strength with the rest of this 1 damage sweep.

Speaking of Tarkintown, we can't forget that Quinlan Vos - Sticking the Landing is still making quite a few appearances and wins. We're adding Ahsoka Tano - Chasing Whispers which you'll see later in this list as well. Ahsoka is a wonderful addition to heroic Cunning that gives us a reasonably priced midgame body that can hold her own and offers card advantage on the play. For adding some space presence we get Red Five - Running the Trench which also has some built-in removal. The only other card we consider adding from Jump to Lightspeed is Commandeer, a parallel for Change of Heart that might be more timely in set 4. Ultimately, this one might not make the main deck in the end but something to keep an eye on.

Unfortunately, Han Solo - Audacious Smuggler is still the most unfun deck to play against, and with DJ - Blatant Thief, in the mix we'll continue to see this in the meta. Since this deck was already wildly successful there isn't much room for improvement but we have a few new cards. First is Millennium Falcon - Get Out And Push which brings our space unit count to all 3 different versions of that card. We also got some excellent new ground units with Ahsoka Tano - Chasing Whispers; both aggro and card advantage wrapped in a great turn three play. Finally, we're adding Han Solo - Has His Moments which provides a few different Ambush options as both a unit or Pilot upgrade - and makes sense that our whole space package triggers the first strike ability. Command Han also brings with it Blue Leader - Scarif Air Support as an additional Ambush option in either the space or ground arenas. This opens up some more flexibility in the arena we need. The other Command card that lets us utilize our turn-ahead resource acceleration is The Starhawk - Prototype Battleship. If we're going to have more resources, we might as well make the most use of them as we can! Another card going around in Han I've seen is Tantive IV - a late game Sentinel seems inefficient for a Tempo deck. If you're in a place of needing a sentinel that late in the game you may have already lost; however, it does create board advantage by creating an X-Wing token. Take or leave this card, but I think it'll ultimately fall off.

There's a new aggro deck in town led my Kazuda Xiono - Best Pilot in the Galaxy and paired with everyone's favorite Aggression base; Tarkintown - Lothal. The deck leads the run with low cost space units such as Cartel Turncoat, Fireball - An Explosion with Wings, Red Five - Running the Trench, and Home One - On My Mark. Highlight those space units with pilots like Biggs Darklighter and Han Solo. Then top it all off with some events like They Hate That Ship and Trench Run. A lot of these choices look similar to another new deck with Tarkintown and Luke Skywalker - Hero of Yavin. Luke moves slightly away from the aggro archetype and into more tempo with Cham Syndulla and Koiogran Turn.

The deck everyone saw coming was Boba Fett - Any Methods Necessary. What was a surprise is using Nabat Village for the base and giving up your mulligan for some other options. Right now many of the card choices here seem to favor newer Jump to Lightspeed cards, though there are some great options further back such as Triple Dark Raid and Ruthless Raider. For our ground suite we're looking at just pilots; Dengar, Boba Fett, and Vader. Most of these decks are running 30 or more space units including Zygerrian Starhopper for some extra damage. We're also looking at IG-2000 and Fett's Firespray - Feared Silhouette for some good Raid targets and topping off with Devastator as our closer. This deck focuses on indirect damage and damage through effects to burn out an opponents base and focus combat on removing enemy obstacles.

Finally, we can talk about the big elephant in the room. Capital Ships are a viable strategy. What I expected to happen with Dooku and Exploit in the last set never came to pass but it turns out what we were waiting for instead was Admiral Piett. We can largely ignore the ground arena with some utility cards like Superlaser Technician, Doctor Pershing, and The Client. That gives us room to grow into our massive space expansion like Corvus, Fleet Interdictor, Avenger, Devastator, and even Annihilator. Pair this with other space support like Onyx Squadron Brute and Corvus. We also need to pad our midgame with some events to help heal us and ramp faster - but these are all cards we should be familiar with at this point. We get removal with Takedown, Overwhelming Barrage, Perilous Position, No Glory, Only Results, and even Superlaser Blast to make sure we stay on the healthy side of damage and take care of pesky units. This pretends to be a control deck with all the healing and removal but is really more of a tempo deck looking to curve out with big ships.

As the meta gels together into something more cohesive I'll deep dive into some of these decks and tournament results. For now, enjoy the speculation and conversation.

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