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ShowTime
Mar 28, 2005
Oh no doubt they will reprint more, but it's not as easy as "fire up the printers bois". The dice are so unique that not every dice company can produce them and there are queues. Currently Spirit of Rebellion is being printed (that website even lists it as at the printer) and maybe there is no one in the queue after SoR, in which case they certainly fire up more Awakenings. But if someone else is scheduled after them, they have to wait their place in line. These things are set up way in advance, not just week by week.

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Bottom Liner
Feb 15, 2006


a specific vein of lasagna

fozzy fosbourne posted:

I'm sure they will print more later this year. If they can sell out boxes in 2 hours, why wouldn't they? What would be their business motivation? They don't make a profit on the third party prices or the scarcity of boxes right now. I expect that Awakenings will reprinted for at least one year from it's launch.

I also think that singles prices will come waaaay down once they do another big reprint. Worlds will have come and go and a lot of Legendaries and rares will be deemed as non-competitive. The 6/90 ratio of legendaries to dollars from boxes also suggests the prices are massively inflated due to scarcity.

The time between a launch and the first big wave of expansions is always the worst, anyways. People morbidly depressed about House Baratheon for months, etc.


No one is saying they're just stopping for *reasons*, but that they physically can't print more fast enough because of production issues and factory schedules. If they can't fix those problems in a timely manner then the game is going to be seriously hurt (if not already).

canyoneer
Sep 13, 2005


I only have canyoneyes for you

ShowTime posted:

I expect prices to go up as product continues to dry up. Yesterday FFG and Asmodee started a new website function where you can see the availability status of their games, including games in development, at printer, on the boat and awaiting reprint. Awakenings is noticeably absent from anywhere on that list. They say games that have been out for 7 days are removed, but if they were doing a reprint i'd expect to see it on that list. This kind of backs up the rumors going around. https://www.fantasyflightgames.com/en/upcoming/

I guess the only people that really know are FFG. My LGS is getting 3 boxes today, but they have orders in for as much as they can get, and they can usually get a lot. That makes me think we won't see any more for awhile. The game isn't going to die because of the lack of product and the cards will all probably rise. That's just speculation on my part though. I've thought about selling off as well, just until product stabilizes. But I also like the game and don't want to potentially pay more for the stuff I want when I start playing again. So i'm just gonna hold on to what I have and try and keep my local community playing.

That site function has been there for a while. There's a deadzone from Shipping Now +7 days to Awaiting Reprint.
Who knows what the trigger is for Awaiting Reprint status? They say it's when it's "out of stock at FFG", so it's a little nebulous.
Is it when they ship the very last of their stock downchannel? Do they wait until all the product trickles in, and no more is scheduled?

I expect that someday it will just pop in as "At The Printer" because the production will be scheduled immediately once they are sold through

Elblanco
May 26, 2008
I've checked that page on and off since before destiny launched and it's never been on there. I figured its because they have to print on demand like other tcgs, instead of their, whenever it's done system they use for everything else.

E: Nevermind, looked over the page and it says SoR is at the printer. Not sure why I never saw Awakenings before.

Elblanco fucked around with this message at 20:02 on Jan 26, 2017

Ultiville
Jan 14, 2005

The law protects no one unless it binds everyone, binds no one unless it protects everyone.

EnjoiThePureTrip posted:

What's the Hyperloop combo?

Emperor's Throne Room as your battlefield.

Get Millennium Falcon in play.

Get a Hyperspace Jump in your discard pile.

Once you've rolled the Falcon die, if it isn't removed, you can claim and immediately end the action phase whenever you like. You get first action next turn, since you control the battlefield. You use it to activate Falcon. Now your opponent has one action to remove the Falcon die, or you can end the action phase over and over again and just prevent anything from happening. (If you can get extra actions with Rey, you can do something first and/or not give your opponent the opportunity to have any actions first, though I can't think of a way to do this forever.)

Even if they can remove the Falcon die, if you've got a Cunning out, you can just activate that character on the next activation and set up the same thing. Losing the battlefield selection roll doesn't stop you, since Hyperspace Jump swaps the battlefield. (In fact, you might even want to choose your opponent's if you win for free shields.)

In a tournament, this is a win if you're ahead on damage dealt, because you can time out the round and that's the first tiebreaker. In casual play it's not really clear what happens.

Of course, there are certainly ways around this. One reason it isn't dominating is that it's reasonably bad against most current decks, because they usually deal truckloads of damage quickly. You can certainly do some damage while still building up to play the Falcon, and it's theoretically possible to get it turn 1 with Poe (get one resource off another die or a Smuggling or whatever, discard Falcon to Poe's ability and resolve the 2 resource side, put it into play) but if you want to activate the Falcon after you need to roll Poe's special naturally rather than claim, and of course not playing any upgrades on turn 1 means you'll probably be behind on damage that turn to most of the burst decks. (Though, of course, having Falcon in play might well let you catch up by the time you get the Hyperloop going.) I'm also not convinced we've seen the best hyperloop decks crafted yet - the Poe/hired gun/hired gun list is fine, but I think it's possible Rey will end up being better than Poe, to let you take some real turns while looping. I wonder, for example, if a Rey/Han deck wouldn't be a reasonable place to try to use it.

In any case, people are right it isn't currently dominating the meta. I made a post last night about why I think that's not particularly relevant to whether something should be fixed, but of course you're welcome to disagree. I do speak from some experience, though: I've played Magic forever, including "combo winter" and the Affinity and Caw-Blade eras, a bunch of other games where obscure interactions have been viewed as a sort of "rite of passage" for competitive play, and have been a tournament organizer or judge for lots of games for years. And pretty universally, such rites of passage deter people from playing competitively, both anecdotally and by attendance numbers.

stoko
Nov 26, 2003

Wobbuffet! Wobbuffet!! WHERE!?

Ultiville posted:

I wonder, for example, if a Rey/Han deck wouldn't be a reasonable place to try to use it.

I was thinking the same thing. It'd be a little harder to start up, but when you start throwing down your ambush upgrades on Rey, all the sudden you get to start rolling out and resolving, while still preventing the opponent from doing anything, like a proper hyperloop.

Merauder
Apr 17, 2003

The North Remembers.
Storage Chat:
Picked up a Plano 5315 from Michael's today for $12 after their standing 40% off coupon. I've seen other Planos mentioned/pictured, but never this one specifically so thought I'd share.





The case is two sided, each side holds 73 dice for a total of 146, granting enough room for a full Awakenings playset, plus a little extra for the completionists who want 4x FOST, 3x Nightsister/Hired Gun/Rebel Trooper/Padawan/Tuskens, and then even 1.5 extra wells for storing tokens or whatever else.

Each well hold 3 dice each (with each side having one double-well which holds 7 without the divider), so it's a little weird sorting dice since you have to split sets up but ultimately a pretty minor issue since it very neatly holds everything in an easy-to-view-at-a-glance case that's handled and easy to store. It's not as glamorous as a casino dice tray or a glass-lidded wooden box like I've seen some people use, but certainly more economical and space efficient.

LifeLynx
Feb 27, 2001

Dang so this is like looking over his shoulder in real-time
Grimey Drawer
The Dex Protection Dualist boxes are great. One side for the deck, one side for the dice, and it's lined with velvet. The inner compartments come out and can be used as a dice cup.

Merauder
Apr 17, 2003

The North Remembers.

BJPaskoff posted:

The Dex Protection Dualist boxes are great. One side for the deck, one side for the dice, and it's lined with velvet. The inner compartments come out and can be used as a dice cup.

Yeah, for actually bringing a deck to an event with dice & tokens, I definitely recommend stuff like Dex Protection, Ultimate Guard, etc. I'm not looking to bring my entire collection with me to the FLGS to play with people, but for storing everything at home, I'm really happy with that Plano.

canyoneer
Sep 13, 2005


I only have canyoneyes for you
For smaller and cheaper, the 400 card BCW "pizza boxes" can hold 84 dice with dividers and the associated cards. I use the starfield print cardboard jackets from the boosters as dividers.
Definitely more work to dig stuff out compared to the Plano case.

http://www.bcwsupplies.com/cat/trading-card/trading-card-boxes/400-card-storage-box

Benthalus
Jul 5, 2002

Ultimate Guard Twin Flip n Tray is the one I decided on, saw a bunch of other people with it and was really impressed. More expensive at $35 but perfect for bringing a couple decks, dice, and tokens to play. Each side easily holds 30 sleeved cards and up to 24 dice, and the middle tray holds the tokens. The rest of my collection is in the two starter deck boxes I bought and a binder.

http://www.ultimateguard.com/en/boxes-cases/twin-flip-n-tray/twin-flip-n-tray-deck-case-200.html

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"

guts and bolts posted:

I have...
  • AT-ST
  • Black One
  • Captain Phasma x2
  • Commanding Presence
  • Crime Lord
  • Launch Bay x2
  • Poe Dameron

I have a lot of assorted other stuff, too, but those are the purples. I have two Holocrons, too, I guess.

I want...
  • Han Solo
  • Holdout Blaster(s)
  • One With The Force
  • Jetpack(s)

Maybe some other ticky-tack stuff, mostly to try and work a janky eQui-Gon/eRey shield-based shenanigan, but that's chiefly what I'm after. Millennium Falcons because I'm a huge Han fanboy and I'd like to add them to my collection? But it isn't a pressing need.

Mostly I really want another Han Solo.

So no luck with Solos for trade locally, but I swung by my FLGS and they had 6 or 7 boosters of Destiny left for sale ( and about 20 starters)

So i reached out my feelings and bought 3 boosters.

Booster 1: Han Solo.

You still after a Han?

thocan
Jan 18, 2014

Benthalus posted:

Ultimate Guard Twin Flip n Tray is the one I decided on, saw a bunch of other people with it and was really impressed. More expensive at $35 but perfect for bringing a couple decks, dice, and tokens to play. Each side easily holds 30 sleeved cards and up to 24 dice, and the middle tray holds the tokens. The rest of my collection is in the two starter deck boxes I bought and a binder.

http://www.ultimateguard.com/en/boxes-cases/twin-flip-n-tray/twin-flip-n-tray-deck-case-200.html

https://www.walmart.com/ip/D3-Casemate-Plastic-Index-Card-Box/168721712

I've been rocking these for the past couple weeks. Clear, but you can toss a piece of paper or cardboard in to stop your opponents from seeing your dice if you actually give a gently caress. They hold a dick ton of dice, probably two decks plus dice with a bit of a tight fit. At $1.80 each, they're nothing to be mad about. I do like the look of those Ultimate Guard boxes, though.

guts and bolts
May 16, 2015

Have you heard the Good News?

HidaO-Win posted:

So no luck with Solos for trade locally, but I swung by my FLGS and they had 6 or 7 boosters of Destiny left for sale ( and about 20 starters)

So i reached out my feelings and bought 3 boosters.

Booster 1: Han Solo.

You still after a Han?

Literally picked one up tonight at the FLGS. Apologies. I just couldn't wait to get my mitts on him. :(

guts and bolts
May 16, 2015

Have you heard the Good News?

stoko posted:

I was thinking the same thing. It'd be a little harder to start up, but when you start throwing down your ambush upgrades on Rey, all the sudden you get to start rolling out and resolving, while still preventing the opponent from doing anything, like a proper hyperloop.

I considered this option when I built my eHan eRey deck but I'd have to playtest it a ton. I have the Falcons and I run Hyperspace Jump anyway; it's a really good card as is. I find myself usually just going second to get the free shields and jumping as the game progresses to get Starship Graveyard in play.

Ultiville
Jan 14, 2005

The law protects no one unless it binds everyone, binds no one unless it protects everyone.

guts and bolts posted:

I considered this option when I built my eHan eRey deck but I'd have to playtest it a ton. I have the Falcons and I run Hyperspace Jump anyway; it's a really good card as is. I find myself usually just going second to get the free shields and jumping as the game progresses to get Starship Graveyard in play.

For competitive play, I feel like Graveyard will probably win you fewer games than the loop if you're running both of the other components already, though that's just a gut feeling.

In non-competitive play, of course, it doesn't resolve, but you can just swap out the Throne Room for the Graveyard again and be good to go.

guts and bolts
May 16, 2015

Have you heard the Good News?

Ultiville posted:

For competitive play, I feel like Graveyard will probably win you fewer games than the loop if you're running both of the other components already, though that's just a gut feeling.

In non-competitive play, of course, it doesn't resolve, but you can just swap out the Throne Room for the Graveyard again and be good to go.

I haven't found room for the Falcons in the deck proper - not sure what to cut - but I'll give it a go.

Man if OwtF isn't really good.

Ultiville
Jan 14, 2005

The law protects no one unless it binds everyone, binds no one unless it protects everyone.

guts and bolts posted:

I haven't found room for the Falcons in the deck proper - not sure what to cut - but I'll give it a go.

Man if OwtF isn't really good.

Oh, I misunderstood "I have Falcons". Yeah that's more complicated then, 5 drops are really hard to play, and moreso than I ever expect compared to things like OwtF or Diplomatic Immunity because you can't replace into them.

KO Derf
Jan 14, 2003

Doctor Rope

Deviant posted:

Stole this from a guy online and have been getting work done with it.
Artillery (Rainbow 4)
Villain
Command / Rogue / Force
CHARACTER
¯¯¯¯¯¯¯¯¯
2x First Order Stormtrooper (Awakenings #2)
1x Nightsister (Awakenings #12)
1x Bala-Tik, Gang Leader (Awakenings #19)
...
Specifically metabreaking.

I saw this and had to try it out at game night. I made a few modifications making mine eBala-Tik/Trooper/Phasma to get some guardian for my Trooper(s). I went 2-1 with it and my loss was probably my fault as I one shot a Tuskin Raider to get double activates on Bala when I probably should have hit Vader for 8. He was just too tough the rest of the match.
Seeing people get freaked when you pull a turn 2 AT-ST is fantastic.

Benthalus
Jul 5, 2002

guts and bolts posted:

Man if OwtF isn't really good.

Yeah, for me it's really good at rolling the resource side when I could use absolutely anything else. My rolls have been terrible lately.

Elblanco
May 26, 2008
So, quick tournament report after having another 18 person event in KC. The big draw was the OP kit, but also that 1st ended up getting a Han, while 2nd-4th got their pick of either of the kylos or either of the token packs in the OP kit, and everyone got a tie fighter. The event was 4 rounds with a top 4 cut, which was really fun, got to see quite a few fun decks out there. I don't have any long write ups about my rounds, just some quick recaps, I also brought eJango/Trooper/Trooper, which I've been playing for the past week, I also opened a blaster pistol and a cunning right before the even started.

Round 1: vs. eBala Tik/Jango/Trooper
Weird deck but worked well. I dunked on his Jango early, while he killed mine just before. I also had Bala dead on board, but both times he had dodge or scramble before I could resolve the damage. My poor rolls after that didn't do much for me. Loss.

Round 2: vs eJango/eVeers
I've played this guy before, he's one of the regulars at my LGS, but is pretty new to Destiny and was borrowing this deck from a friend, though he has played it before. I was worried because last week he was rolling fire and I didn't want to get wrecked super early. Turned out we both rolled poo poo for a good chunk of the game. He mad a mistake in killing a trooper with a f-11d and a holdout on it, that I had already resolved, and didn't focus on the trooper who hadn't activated yet. The game ended when we both had 3 damage left on our characters, and I actually rolled damage.Win.

Round 3: vs Rey/Ackbar/Padme
My second time playing against a mill deck, and against another new player. He was borrowing the deck from the shop,and was getting better with it each round. This is also when people started noticing that the tournament app the store was using, wasn't matching swiss properly, and we were just getting random matches. Anyway, This game ended on the most stressful ending I've ever had in a TCG. I was down to my last card, he was down to 8 health on ackbar, but had just claimed. I had 7 damage showing and discard my last card to reroll my tie fighter die that wasn't showing damage, literally any damage side would win the game for me, anything else and I lose on mill. Luck won me the game, giving me exactly one more damage. Definitely my favorite game of the night. Win.

Round 4: eLuke/Ackbar
This guy has played for a while, and I was a little worried since I've never played against this deck. This was also the first game where I rolled tons of damage early, instead of resources. I was able to kill Luke in the third round, maybe second, i didn't keep count. He used a ton of cards for rerolls, but barely rolled any damage. Once Luke was gone, Ackbar followed shortly. Win.

So I was 3-1 after 4 rounds, but due to issues with the matchmaking, there was only one 4-0 and 4 or 5 3-1s, so the TO had to figure out SoS to get the top 4. I ended up 5th overall, barely missing because my first round opponent had a slightly better 3-1 record, to make it in. So I ended the night with a promo Tie and trading off the one Han I already had, for some stuff for a Kylo deck I'm making for our league that starts next week. I'm a little bummed that I barely missed out of prizes, but I'm proud that I did so well, when I placed way lower in an event the same size, 2 weeks ago.

ShowTime
Mar 28, 2005

Benthalus posted:

Yeah, for me it's really good at rolling the resource side when I could use absolutely anything else. My rolls have been terrible lately.

Played a couple games last night and a good 25% of all my rolls resulted in blanks. It was ridiculous. Saying that, I did discover that with Power of the Dark Side, rolling blanks isn't all that bad. Especially with Sith Holocon, since it has 2 blank sides. Just another reason why Sith Holocron is so good.

canyoneer
Sep 13, 2005


I only have canyoneyes for you

ShowTime posted:

Played a couple games last night and a good 25% of all my rolls resulted in blanks. It was ridiculous. Saying that, I did discover that with Power of the Dark Side, rolling blanks isn't all that bad. Especially with Sith Holocon, since it has 2 blank sides. Just another reason why Sith Holocron is so good.

Power of the Dark Side is such a great card. It's one of my favorites to play because on some dice, you're going to be happy with literally any result that comes up.

Feel Your Anger is well named also, because it's infuriating to be on the opposite side of it :v:

Benthalus
Jul 5, 2002

canyoneer posted:

Feel Your Anger is well named also, because it's infuriating to be on the opposite side of it :v:

You're already angry because you rolled a blank, then you feel it even more as your good dice are removed. Insult to injury.

ShowTime
Mar 28, 2005
Never had a good opportunity to use it. Opponent never rolled blanks. The more I think about it, I got beat pretty bad by just RNG. I've been on the receiving end of a 2 blank Feel Your Anger when I was playing Luke. It hosed Lukes day up bad.

canyoneer
Sep 13, 2005


I only have canyoneyes for you
Spirit of Rebellion spoilers below.



IG-88 in Spirit of Rebellion, cool!

Pasting in a google translation

Followers of STAR WARS DESTINY, this time it's time to do some accounts ... or be very lucky! Can you guess the result of the following sum?
The Health Value of I8-88 the next expansion.
The sum of the values ​​of its dice faces.
The point cost of his elite version.
Let a "like" our page, commented this with your answer (1 post per account) and share it on your wall PUBLICLY before the IG-88 paper is spoiled ... The first three guess or to go more They may be located near a rey in more!



Cool. :roboluv:

ShowTime
Mar 28, 2005
I saw that, but what exactly do you win for guessing right?

I really like the spoiled cards of SoR so far. Krennic looks awesome. I'm hoping there is a 8 pt non-unique version of a Death Trooper. I want to play a Phasma deck, but would like some options with her other than 2 Stormtroopers. Some people are guessing that we might see Assault Droid of some kind. With the set being Rogue One based it wouldn't surprise me to see the Darth Vader guards as a non-unique Red Villain character. Just hope they are 8 pts.

Bottom Liner
Feb 15, 2006


a specific vein of lasagna
K2SO and a non-unique villain version should both happen.

ShowTime
Mar 28, 2005

Bottom Liner posted:

K2SO and a non-unique villain version should both happen.

Didn't even think about the non-unique version of this. I'm happy with that.

guts and bolts
May 16, 2015

Have you heard the Good News?
Here's the version of the eHan/eRey deck I've been running that's basically been steamrolling.

Shell
Han Solo, Scoundrel (18)
Rey, Force Prodigy (12)
Starship Graveyard, Jakku

Upgrades (12)
DL-44 Heavy Blaster Pistol x2
Force Throw x1
Holdout Blaster x2
One With The Force x1
Jetpack x2
Rey's Staff x2
Second Chance x2

Supports (4)
Awakening x2
Infamous x2

Events (14)
Disarm x1
Draw Attention x2
Heroism x2
Hyperspace Jump x2
Scavenge x2
Scramble x2
Shoot First x1
Unpredictable x2

I have to say, this deck feels kinda bonkers. There's so much synergy in so many of the plays that it just feels like a Real Deck™ instead of what I typically see in a lot of meta-friendly decks - like, typical eJango/eVeers decks don't even run support cards, which makes Veers's ability text literally pointless, but it doesn't matter because a lot of pure aggro decks are "just put in all the good cards" decks. My eLuke/Ackbar shell has little in the way of combos or megasynergy - dice control package plus big swings plus enablers for both, but like...

Rey gets you extra turns. Ambush gets you extra turns, and shields for Han. Ambush weapons do both. Second Chance with Starship Graveyard keeps Han alive for a crazy period of time, while OwtF prevents Rey's death from derailing your whole deck. Scavenge aggressively to get your pieces or to trigger big combos. Split up damage as necessary with Heroism and Draw Attention. Infamous is amazing here for obvious reasons. Awakening helps Rey, especially early on when you inexplicably only ever roll +2 melee faces.

You can choose to go first to explode out of the gate, or you can go second to establish shields; with Hyperspace Jump it doesn't really matter, you'll be able to get your battlefield back in most cases even if you elect to go second or are made to go second by your opponent. Obviously Hyperloop will be able to trap you in an endless hell of Emperor's Throne Room resolutions, but you can reliably get extra turns often enough to just shove damage through on top of whatever you got while he was setting up the loop.

Only a couple tech cards in here. Disarm to get rid of pesky lightsabers that roll unblockable poo poo, or even early Jetpacks if you think it will help. Shoot First is here for eJango + whatever toxic nonsense. That's about it. I was running Hunker Down and Dodge for a while, as well, but ultimately cut them for other, better cards, although you could make a good case to include cards like Smuggling or more tech and strip out cards like Hyperspace Jump or maaaaybe Awakening.

I don't think this deck is necessarily, like, ~S tier in the meta, my dudes,~ but it is really good, and every card feels like it has potential to just blow up into a great turn. eJango/eVeers is still, to me, just disgusting - turn 1 Jetpack into a good counter-activation usually just results in a win no matter what the gently caress else happens - but this deck has answers to that with multiple turns and makes both Rey and Han annoying to kill and it can crank out damage at a pretty reliable rate.

LifeLynx
Feb 27, 2001

Dang so this is like looking over his shoulder in real-time
Grimey Drawer

guts and bolts posted:

Here's the version of the eHan/eRey deck I've been running that's basically been steamrolling.

This is the deck I might build for my girlfriend, whose favorite characters are Rey and Han. By her demand, I must put a BB-8 in the deck. Why couldn't BB-8 have a better card? :(

guts and bolts
May 16, 2015

Have you heard the Good News?

BJPaskoff posted:

This is the deck I might build for my girlfriend, whose favorite characters are Rey and Han. By her demand, I must put a BB-8 in the deck. Why couldn't BB-8 have a better card? :(

BB-8's weird in that I don't think he's actively terrible, just not good enough to justify the action economy dip that he necessitates. Like, I think I'll be in the minority here, but I generally think dice supports suck and I have exactly none of them in any deck that I run (eLuke/Ackbar, eHan/eRey, eJango/eVeers, eQui-Gon/eRey, eKylo/Nightsister/Sister... like, none of them). Dice supports are great if you're trying to durdle your way around to force Jango to activate honestly, and they're great in the context of specific decks built to maximize them (especially Poe/HG/HG vehicle support decks that run Cunning), but for anything that isn't relying on a handshake or that isn't deliberately trying to do anything other than activate a character, dice supports feel like a tempo loss and a liability more often than not.

My eLuke deck has no supports in it at all, and while I could probably experiment with IBAT I actually like the way it runs at present. The eHan/eRey deck I'm running has Awakening mostly to help Rey and Infamous because in this deck it's incredible. Otherwise, like... yeah.

Anyway it's a fun deck and I highly encourage everyone to try it. It generally plays "honest" Destiny, with very little that feels completely overpowered or exploitative, but it also allows you to sometimes go like four consecutive turns so that's always neat.

LifeLynx
Feb 27, 2001

Dang so this is like looking over his shoulder in real-time
Grimey Drawer

guts and bolts posted:

BB-8's weird in that I don't think he's actively terrible, just not good enough to justify the action economy dip that he necessitates. Like, I think I'll be in the minority here, but I generally think dice supports suck and I have exactly none of them in any deck that I run (eLuke/Ackbar, eHan/eRey, eJango/eVeers, eQui-Gon/eRey, eKylo/Nightsister/Sister... like, none of them). Dice supports are great if you're trying to durdle your way around to force Jango to activate honestly, and they're great in the context of specific decks built to maximize them (especially Poe/HG/HG vehicle support decks that run Cunning), but for anything that isn't relying on a handshake or that isn't deliberately trying to do anything other than activate a character, dice supports feel like a tempo loss and a liability more often than not.

My eLuke deck has no supports in it at all, and while I could probably experiment with IBAT I actually like the way it runs at present. The eHan/eRey deck I'm running has Awakening mostly to help Rey and Infamous because in this deck it's incredible. Otherwise, like... yeah.

Anyway it's a fun deck and I highly encourage everyone to try it. It generally plays "honest" Destiny, with very little that feels completely overpowered or exploitative, but it also allows you to sometimes go like four consecutive turns so that's always neat.

I have 2x It Binds All Things in my eLuke/Akbar deck, but I'm going to take it out. First turn I want to play a 2 or 3 cost upgrade, and then every turn after that I want to be playing those same upgrades or saving for control cards. There's never a point where I want to play IBAT. Someone did post their Stormtrooper/Stormtrooper/Nightsister/Bala-Tik deck before that plays a lot of supports including AT-ST. I built it, and it's really good. Characters get upgrades with redeploy, and TIEs and AT-STs do the heavy work because no one's playing anti-support cards.

guts and bolts
May 16, 2015

Have you heard the Good News?

BJPaskoff posted:

I have 2x It Binds All Things in my eLuke/Akbar deck, but I'm going to take it out. First turn I want to play a 2 or 3 cost upgrade, and then every turn after that I want to be playing those same upgrades or saving for control cards. There's never a point where I want to play IBAT. Someone did post their Stormtrooper/Stormtrooper/Nightsister/Bala-Tik deck before that plays a lot of supports including AT-ST. I built it, and it's really good. Characters get upgrades with redeploy, and TIEs and AT-STs do the heavy work because no one's playing anti-support cards.

I like eLuke/Ackbar and eHan/eRey about the same in terms of efficacy - eLuke is just ruthless - but eHan/eRey is significantly more fun to play. "Infamous makes Second Chance free, Holdout Blaster on top of a Holdout Blaster on Rey gives me two additional turns, Han's back up to full shields, roll and resolve" will never not be funny - I just got finished playing against someone across my kitchen table and he was like "Whaaaaat"

I'm debating whether I want to include copies of Return of the Jedi in the eLuke deck, but leaning "no." If RotJ could fetch All In, that would be one thing, but it can't, so RIP. Also, I'm considering dropping Leadership (!!) for Hit and Run, mostly to tech for eJango decks. Hit and Run into an All In can change the game.

w/r/t dice supports in rainbow villain, I... can see that being effective, yeah. I haven't played against it so I can't comment with anything valuable. I kinda wanna test it against an explosive aggro deck to see if the overwhelming force applied at the start can't just muscle through anything you're trying to setup.

LifeLynx
Feb 27, 2001

Dang so this is like looking over his shoulder in real-time
Grimey Drawer

guts and bolts posted:

w/r/t dice supports in rainbow villain, I... can see that being effective, yeah. I haven't played against it so I can't comment with anything valuable. I kinda wanna test it against an explosive aggro deck to see if the overwhelming force applied at the start can't just muscle through anything you're trying to setup.

The characters all have 7 or 8 health, and a Jango/Veers deck can easily take out a character per turn with the right rolls and without the rainbow villain deck having the right counter cards. Endless Ranks helps. I think the deck would have more trouble against something like eJabba/Vader that can strip its resources and cards in hand easily, because it's dependent on generating tons of resources and rolling out lots of and/or expensive cards.

guts and bolts
May 16, 2015

Have you heard the Good News?

BJPaskoff posted:

The characters all have 7 or 8 health, and a Jango/Veers deck can easily take out a character per turn with the right rolls and without the rainbow villain deck having the right counter cards. Endless Ranks helps. I think the deck would have more trouble against something like eJabba/Vader that can strip its resources and cards in hand easily, because it's dependent on generating tons of resources and rolling out lots of and/or expensive cards.

I don't know if I've just been staggeringly lucky or if eHan/eRey and eLuke/Ackbar just match up effectively against control decks, but I played against an eJabba/Vader that felt feature-complete and I just trashed it. It's what has prevented me from trying to build anything that isn't aggro or midrange to this point, but my purely anecdotal evidence isn't evidence that control decks are bad. I should give a fair shake to four-character lists, or to mill decks, or pure control decks - I might build one myself, I'm just not sure which I'd try. I traded away my Crime Lords and my Vader to finish out my main two decks. :(

eJango/eVeers is probably the thing I'm most concerned about, as well, because in an environment where supply is so limited, a deck that features no legendaries at all (maaaybe a Detonator?) seems both easy to build and it's brutally effective.

Like, okay. Personal experience, here:
Great Decks
eJango/eVeers
eHan/eRey
eLuke/Ackbar
eVader/Raider

Good Decks
Almost everything else, with special shout-outs to eKylo/eDooku, eJabba/Vader, and Hyperspace Jump loops

Decks that are aggro or midrange and feature four dice on just two characters also seem to have built-in advantages w/r/t initiative bids and in action economy - it's really easy to claim Starship Graveyard over and over again in my eHan/eRey shell because by the time a lot of people have set up their turn, I'm basically done, and can decide to control dice or claim whenever it's convenient for me. eJango/eVeers has so many solid die faces that it's hard to beat them for initiative, but eHan/eRey is nice, too.

EDIT:
I listen to a bunch of tabletop and card-game podcasts, and hearing an episode about balance and viability in one of them, it made me think of Destiny. The gist of it was that "tier 1" and "tier 2" decks are competitively tuned and will likely stomp on casual/for-fun/inexperienced decklists, but they're basically good for your game, especially if there are enough of them. "Tier 0" decks warp the meta to such an extent that you either build your deck explicitly to destroy a tier 0 deck or to beat the decks that you think will be brought explicitly to beat the tier 0 deck, which means you now likely lose to the tier 0 deck itself. When considering what I thought fit that definition in Destiny, the only tier 0/S-rank decklist I can think of off the top of my head is eJango + stuff, IMHO eJango/eVeers - it's just so strong that it basically warps the game around itself. Hyperloop if it gets any stronger would likely wind up in that category, but I don't think it's there yet.

It ties in to why I was so dismissive - and my apologies to the thread if I came off like a dick - of people calling for poo poo like a ban to Emperor's Throne Room or Sith Holocron. Neither of those cards feature prominently in the deck that I think we can all agree is currently dominating discussion. Does anyone have any local tourney data collated in such a way that I could see for myself if eJango is as poisonous as it seems? This could all just be anecdotal on my part, I acknowledge that.

guts and bolts fucked around with this message at 23:00 on Jan 27, 2017

Benthalus
Jul 5, 2002

BJPaskoff posted:

I have 2x It Binds All Things in my eLuke/Akbar deck, but I'm going to take it out. First turn I want to play a 2 or 3 cost upgrade, and then every turn after that I want to be playing those same upgrades or saving for control cards. There's never a point where I want to play IBAT.

So if I'm understanding you correctly, you're saying IBAT is too slow because it costs you an action to play it? Because it pays back the resource the very first time you use it (which ideally is the first round) and then every round after that accelerates your blue upgrade drops. Being able to play Force Protection or any lightsaber on your first turn the next round without worrying about generating resources with your character die is huge, especially when you should be rolling for damage from Luke every time. And getting OWTF out as soon as possible is imperative with everyone gunning down Luke first. Combining it with Imperial Armory is even more powerful.

guts and bolts
May 16, 2015

Have you heard the Good News?

Benthalus posted:

So if I'm understanding you correctly, you're saying IBAT is too slow because it costs you an action to play it? Because it pays back the resource the very first time you use it (which ideally is the first round) and then every round after that accelerates your blue upgrade drops. Being able to play Force Protection or any lightsaber on your first turn the next round without worrying about generating resources with your character die is huge, especially when you should be rolling for damage from Luke every time. And getting OWTF out as soon as possible is imperative with everyone gunning down Luke first. Combining it with Imperial Armory is even more powerful.

It's not a terrible card, IBAT, but like... if you're mulling for Robes or something, and I tend to, you can Robes or Force Training into anything you want anyway by turn 2 if you're so inclined. Against specifically eJango/eVeers it's probably not terrible to have something "extra" to do, anyway - playing another card - but to put in IBAT you'd have to cut something else from your die control suite or your survivability or something, and that's a daunting ask. You also want it as early as you can get it, so it's a 2-of, and that's an even harder ask, to me.

So yeah. It's not a bad card and I could be hugely ignorant for not running it, but I actually think the eLuke deck I run now functions fine without it.

ShowTime
Mar 28, 2005

guts and bolts posted:

Here's the version of the eHan/eRey deck I've been running that's basically been steamrolling.

Shell
Han Solo, Scoundrel (18)
Rey, Force Prodigy (12)
Starship Graveyard, Jakku

Upgrades (12)
DL-44 Heavy Blaster Pistol x2
Force Throw x1
Holdout Blaster x2
One With The Force x1
Jetpack x2
Rey's Staff x2
Second Chance x2

Supports (4)
Awakening x2
Infamous x2

Events (14)
Disarm x1
Draw Attention x2
Heroism x2
Hyperspace Jump x2
Scavenge x2
Scramble x2
Shoot First x1
Unpredictable x2

I have to say, this deck feels kinda bonkers. There's so much synergy in so many of the plays that it just feels like a Real Deck™ instead of what I typically see in a lot of meta-friendly decks - like, typical eJango/eVeers decks don't even run support cards, which makes Veers's ability text literally pointless, but it doesn't matter because a lot of pure aggro decks are "just put in all the good cards" decks. My eLuke/Ackbar shell has little in the way of combos or megasynergy - dice control package plus big swings plus enablers for both, but like...

Rey gets you extra turns. Ambush gets you extra turns, and shields for Han. Ambush weapons do both. Second Chance with Starship Graveyard keeps Han alive for a crazy period of time, while OwtF prevents Rey's death from derailing your whole deck. Scavenge aggressively to get your pieces or to trigger big combos. Split up damage as necessary with Heroism and Draw Attention. Infamous is amazing here for obvious reasons. Awakening helps Rey, especially early on when you inexplicably only ever roll +2 melee faces.

You can choose to go first to explode out of the gate, or you can go second to establish shields; with Hyperspace Jump it doesn't really matter, you'll be able to get your battlefield back in most cases even if you elect to go second or are made to go second by your opponent. Obviously Hyperloop will be able to trap you in an endless hell of Emperor's Throne Room resolutions, but you can reliably get extra turns often enough to just shove damage through on top of whatever you got while he was setting up the loop.

Only a couple tech cards in here. Disarm to get rid of pesky lightsabers that roll unblockable poo poo, or even early Jetpacks if you think it will help. Shoot First is here for eJango + whatever toxic nonsense. That's about it. I was running Hunker Down and Dodge for a while, as well, but ultimately cut them for other, better cards, although you could make a good case to include cards like Smuggling or more tech and strip out cards like Hyperspace Jump or maaaaybe Awakening.

I don't think this deck is necessarily, like, ~S tier in the meta, my dudes,~ but it is really good, and every card feels like it has potential to just blow up into a great turn. eJango/eVeers is still, to me, just disgusting - turn 1 Jetpack into a good counter-activation usually just results in a win no matter what the gently caress else happens - but this deck has answers to that with multiple turns and makes both Rey and Han annoying to kill and it can crank out damage at a pretty reliable rate.

Thanks for this write up. Planning on building eRey/eHan and this will help. Anything you are looking to change or upgrade? Jango/Veers is going to be the most popular deck in my meta it looks like.

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guts and bolts
May 16, 2015

Have you heard the Good News?

ShowTime posted:

Thanks for this write up. Planning on building eRey/eHan and this will help. Anything you are looking to change or upgrade? Jango/Veers is going to be the most popular deck in my meta it looks like.

I'm thinking about removing my Force Throw to just straight up get to 2x One With The Force, the card is that good. It's also tempting to keep fiddling to find room for Smuggling or for obviously-good tech cards against Jango like Hunker Down and Dodge. Ultiville might be on to something with the suggestion that you could run a modified Hyperloop out of the eHan/eRey shell, but I haven't actually tried that yet. The great thing about the eHan/eRey shell is precisely that you can tune it to taste but the core mechanics of "play Ambush cards, Upgrades, and Ambush Upgrades" are easy to leave in place.

The only cards that are basically non-negotiable, in my mind:
  • Starship Graveyard
  • Scavenge
  • DL-44
  • Holdout Blaster
  • One With The Force
  • Second Chance
  • Hyperspace Jump

Everything else is up to preference. I wanted at least ten dice in my deck, so I'm running 2 DL-44, 2 Holdouts, 2 Rey's Staff, 2 Jetpacks, Force Throw and OwtF. (Side note: I personally feel like between 10 and 15 dice is the "sweet spot" for 2-character decks, but I'm also still testing so yeah.) I cut Smuggling so the only expensive cards in the deck are either likely to be used just once, but potentially necessary (Hyperspace Jump), can be played over existing upgrades to cut costs (One With The Force, DL-44, Force Throw), or are just so good that it's worth paying 3 (Second Chance). Everything else in the deck is 2 or less.

You can obviously resolve for resources some turns without being too worried about getting completely annihilated, and once the deck gets going the costs actually generally go down, not up. Claiming Starship Graveyard lets you fetch Second Chance, Holdouts, and DL-44s indefinitely as you need 'em, so Scavenge liberally if you feel like you're getting behind.

A lot of the rest of it is my favoring yellow in this deck over blue. You could likely run with cards like Defensive Stance or Use The Force or any number of other things; I personally chose to play off of Infamous as much as I could, since it creates windows to swing at Hyperloop and Jango while also making Han beefier, and as a result I'm running a ton of low-cost yellow events.

If you go second, shield up on Rey. Han is easier to keep alive than Rey is - in fact, with enough resources and control of the battlefield you brought, you can keep him alive almost indefinitely by just Second Chancing him over and over again as necessary. If you're not getting smoked hard enough you can press Starship Graveyard into an offensive advantage by digging DL-44 back up and saving it to play after they've rolled out - Ambush will give Han a shield, you can kill a die with the DL-44's ETB effect, and then make another play on top of it.

You really want OwtF to show up and to be able to pay for it when it does, so dropping a Rey's Staff or Jetpack on Rey is usually worth it if only so you don't get any Disruption to mess with your curve. Once OwtF is on Rey I feel like you're just at an overwhelming advantage unless you were already seriously, seriously behind. If Rey dies you get to turn OwtF into a Support, and every turn she stays alive makes Han scarier and scarier with upgrades (seriously Jetpack and his own blaster make him pretty terrifying).

I tend to mull for Infamous and Holdout Blaster when I'm playing against Jango decks, and to Scavenge/pitch cards aggressively during the draw step.

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