Notes: This is very much WIP, intentionally so you can see the process of how it comes together. Everything is rough right now, I’m just putting down card ideas and will adjust them later. This is a pretty basic, pretty blah deck right now but the Unmatched structure of 18 special cards gives plenty of room to spice it up.
Sidekicks: General Kenobi’s 2 Clone Troopers have 1 hit each.
Special Ability: When General Kenobi defends, you may BOOST that defense. Play the BOOST card, face down, along with your defense card. If your opponent cancels the effects on your defense card, the BOOST is discarded without effect.
3x JEDI ATTACK
A5. AFTER COMBAT: Move General Kenobi up to 5 spaces.
2x DO WHAT I MUST
A6. AFTER COMBAT: Draw a card.
3x FORCE CONTROL
A4D4. AFTER COMBAT: Move both fighters up to 4 spaces each.
3x SORESU DEFENSE
D6. AFTER COMBAT: Draw a card.
3x JEDI QUICKNESS
Draw a card. Move General Kenobi up to 8 spaces.
1x THE NEGOTIATOR
You and an opponent both reveal your hands. You may choose 2 cards for your opponent to discard. Your opponent may choose one of your cards to discard.
1x BOLD MOVE
Move General Kenobi to any space. Then, General Kenobi does 3 damage to all characters he can attack.
1x HIGH GROUND
D0. DURING COMBAT: General Kenobi takes no damage from the attack.
AFTER COMBAT: If General Kenobi can be in a different zone than the attacker, the attacker takes damage equal to the attack value of the attack card played.
1x JEDI MIND TRICK
Take any card from your discard pile and place it in your hand.
Basic cards: I’ll go with the Arthur deck for now, but I’m replacing SKIRMISH with LEAP AWAY.
A/A 2. IMMEDIATELY: Cancel all effects on your opponent’s card.
A/A 1. AFTER COMBAT: Draw 1 card. If you won the combat, draw 2 cards instead.
3x LEAP AWAY
A/A 4. AFTER COMBAT: If you won the combat, choose one of the fighters in the combat and move them up to 4 spaces.
3x MOMENTOUS SHIFT
A/A 3. DURING COMBAT: If your fighter started this turn in a different space, this card’s value is 5 instead.