3×Unit1The cheapest CreditOne resource for a body that replaces itself when you eat it. In 100% of the 25 sampled Krennic lists.
3×Unit2The second cheapestThe same trade one resource higher, on a body that can actually attack. 76% of the sample.
2×Unit2Base repairTwo HP back on your own base per death, which is the resource this deck is quietly spending. 72%.
3×Unit3Literal rampIt returns from the discard pile as a resource, so its death is a land drop. 100% of the sample.
2×Unit2The space bodyThe only cheap space unit here, and the reason the space arena is not simply conceded.
The outlets
12 cards
3×Unit2Makes the fodder cheaperThe first When Defeated unit you play each round costs 1 less. It is not the leader and does not compete with it.
3×Unit6The payoff turnDefeat any number of non-leader units totalling 6 or less remaining HP, and make a Mandalorian token for each. Every trigger at once.
3×Unit6Removal that feeds youDefeats one of yours and one of theirs on entry, and heals your base whenever an enemy unit dies.
3×Event–The format stapleTake control of a non-leader unit, then defeat it. In 100% of the 25 sampled Krennic lists and 44.2% of the 197-list field sample.
The top end
9 cards
2×Unit5GrindRebuys a unit costing 7 or less on entry and on every attack. 88% of the sample.
3×Unit2The wall that paysTwo power on an eight-cost body is not the point: Sentinel taxes their attacks and its death returns an Imperial.
2×Unit7The aspect answerChoose an aspect and give every enemy unit with it -2/-2. Read their leader and base before choosing.
2×Unit5Tempo six-dropAmbush means it can attack the turn it lands, which is how a ramp deck stops being purely reactive.
Bodies that hold ground
9 cards
3×Unit4Rewards a deathMakes a Mandalorian token if a friendly unit already died this phase, and gains Sentinel while you control a token.
2×Unit4The best blockerSentinel and a Shield on the same four-cost body. 92% of the sample.
3×Unit2Three-cost interactionEnters with a Shield or Experience token and immediately hits an enemy ground unit for her power.
1×Unit2Free on the deploy turnPlot: play it from your resources when you deploy the leader. Single Command icon, so no aspect penalty here.
Interaction & upgrades
8 cards
3×Upgrade–Removal stapled to a buffDeals damage equal to the attached unit’s power when it lands. Attach to something big, not something safe.
2×Upgrade–Punishes a defenderThe defending player discloses Vigilance and Villainy to shrink the attacker by 6, and loses the information either way.
1×Upgrade–The other Plot cardAlso played from your resources on the deploy turn, which is what makes turn seven bigger than one card.
1×Event–SymmetricalDefeats all space units, yours included. 64% of the 25 Krennic lists run at least one.
1×Event–Free, conditionalCosts nothing and returns a Vehicle from your discard pile, which in this list is the space half.
Leader & base
2 cards
1×Leader4The whole deckExhaust and defeat a friendly unit to create a Credit. Deploys as a 4/9 once you control seven resources.
1×Base–The third aspectProvides Vigilance, which is what makes the Vigilance half of this list free to play. 4 of the 25 sampled lists; 8 are on Shield Generator Complex.
Might, Energy and Power appear only where the guide states them; anything it leaves unstated is left blank rather than filled in with an invented value. Cost, power, HP and aspects come from the printed card; the notes are the guide’s own reading of the slot. Shares are from 25 sampled Director Krennic lists.
Sideboard · 10
2×Space pressureThree cost, four power, Ambush. Attacks the turn it lands and dies to almost anything, which is fine in a deck that gets paid for deaths.
2×Space decksThe second and third copies. Symmetrical, so it comes in when their space board is the game and yours is not.
2×More Vehicle recursionFree, and better the more of the space half survives to the discard pile.
2×Cheap-unit decksStrips abilities for the phase, and defeats the unit outright if it costs 3 or less.
1×The grindiest gamesEleven cost. Defeats a unit on entry and again on its own death, and removes every copy of that name from their deck and hand.
1×Control and steal decksCannot be taken control of and cannot be defeated by enemy card abilities, which is a direct answer to No Glory. Command and Heroism: Heroism is not provided here, so it costs 2 more than printed.
The leader is a resource, not a threatAmidst My Achievement spends its own action every turn converting a body into a Credit. The 4/9 at the end is the payoff, not the plan.
A deployed leader is a unitOnce flipped it can be taken control of and defeated like anything else, which is what No Glory, Only Results is for in 100% of sampled Krennic lists. §8 →
Energy curve
52 cards
10
Energy 01×
51
Energy 13×2×
92
Energy 23×2×3×1×
53
Energy 33×2×
94
Energy 43×3×2×1×
65
Energy 53×3×
26
Energy 62×
57
Energy 73×1×1×
108
Energy 83×2×3×2×
1 card sit outside the curve: the Battlefield and the Legend are played from their own zones and have no Energy cost.
Card types
Unit40
Unit3×3×2×3×2×3×3×3×2×3×2×2×3×2×3×1×
Event5
Event3×1×1×
Upgrade6
Upgrade3×2×1×
Leader1
Leader1×
Base1
Base1×
53 cards in the main deck.
Power by domain
41 of 53 listed cards carry a Power requirement. A card with two domains counts under both, so these do not sum to the deck size.
Energy, type and domain are printed card values from the Riftcodex snapshot, joined against this guide’s list.