rant incoming, take cover!
i've been on a winning streak, breaking into tier 9, using either general hux or admiral thrawn (both are high tier cards) but every time i fight fucking rey i lose due to the overpowered mary sue specialness. this can be countered but i'll say why i dont after i explain a bit.
admiral thrawn gets a stacking damage buff for all his units and his autoattack can summon 2 normal stormtroopers every once in a while. his special is a damage/speed buff to nearby units. his unique unit is a bodyguard (governor pryce, for you starwars rebels fans) who occasionally generates energy, which is used to play cards.
general hux has a passive where his nearby units get a power increase whenever he uses his special and he has no special autoattack. his special is to order nearby units to attack a specific target, getting a speed boost to chase/engage faster. his unique card is that nameless officer we keep seeing follow him in the movies, and this guy bodyguards (follows the player rather than rush down a lane) and his ability is to summon 2 pretty strong first order executioners whenever you use hux's special. this has amazing synergy cuz the guys spawn right before the buffs and order is applied so they come out buffed and swinging.
both are tactician types who aren't very tanky, they reward strategy, good timing, and good lane play. both also rely on organic units, as they are usually good price/strength ratio and the best specialists are organics, as is both guys special units. both these homeboys are balanced in that smart play can deny them an opening to rush a wave into and also a wave can be easily countered with only one wave clear card, either a airstrike by xwings (3 energy, best at what it does at its price point in the game) or a grenadier (not as effective cuz as its a unit it can be counterkilled)
rey, however, is tanky as fuck, has a strong sweeping melee attack, can stand still to deflect ranged attacks, when standing still she regenerates health, and can convert units. namely, she can convert her biggest counters (inorganic units (mostly vehicles) with melee backup to disrupt her deflection). her special unit is a area nuke that also stuns. so it can kill fodder and stun her big counterers, who she can then convert or destroy. she can convert every 40 seconds for reference. that sounds long but when combined with laneplay and her abilities its not long at all. it's also instant. there's no grand 2 second cast time to interrupt, she runs in, converts, and runs out.
what this means is i can't send in a wave; melee units to disrupt her block and ranged infantry/vehicles to take her out and push the lane. she converts my melees and then sits there deflecting my units attacks back at them while their former comrades chop them up. the lightside also received a new unit; a 7drop (kinda expensive but for this card, not expensive enough) vehicle unit that summons 2 walkers that are both around 75% as strong as a light tank. every lightside deck worth their salts gonna run this as their heavy hitter unit and with good reason. but with rey's advantages it veers into broken territory.
now, the way to counter her is with inorganics she cant convert. sounds alright, right? wrong. separatist cards (other than vehicles) are some of the worst in the darkside catalog. the trade federation battledroids are only a 2 drop for 6 units, but they're weak as shit and move slowly; easy pickings for a wave clear or regular units. the magnaguard and the spiderdroids fall into a similar category. the super battle droids would be cool as they're a bit stronger than death troopers (those black armored dudes who kicked ass in rogue one), except they're one more energy expensive then they should be considering all other strong infantry cards are 3 and they're 5. what about vehicles, jimbo? welp, for one they're universally expensive (cheapest decent one is 5), you'll only ever get one except for the deviation i mentioned above, and they're slow. great for pushes, both independent and supported. not great when their support turns around and blasts them. not great also when they're alone and rey runs up there and cuts it in half. you think that'd be an opportunity but then she runs down and converts your wave.
whatabout using a strong duelist melee hero? vader's pimping but here's the rub; any damage you do in a skirmish can easily be healed by her backing off infront of her turret; letting her passively protect the turret, regenerate and switch to laneplay while she heals and let's the cooldown on her ability tickdown. meanwhile you only have 2 healpacks to heal off of which both drag you out of the lane.
sorry for the rant but it pains me to see such obvious brokeness in a game that had a good balance for a while. (let's not delve into yoda, the other metabreaker just now. he's a bit easier to counter. a bit.).
starwars force arena. or alternatively titled; starwars rey's playplace.