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Thing is 4 troopers are 28 points, for 29 points you get 3 Troopers and Nightsister, so that gets you access to blue cards, or go for 2 Troopers, Nightsister and Bala-tik and you get yellow too.
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# ¿ Dec 18, 2016 12:33 |
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# ¿ Apr 27, 2024 11:29 |
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Card pool is small enough and the costs of going dual colour small enough that the only mono builds I've seen are in blue, Kylo/Nightsister builds, Rey and Dual Padawans or Rey and Qui-Gon. It Binds All Things being the best value resource generator in the game just plays into that and the requirements for some blue upgrades seals the deal. There is probably also Pharasma 2 Troopers, but I prefer 2 Trooper and Jango or 2 Trooper, Nightsister and Bala'tik.
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# ¿ Dec 19, 2016 20:42 |
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ShowTime posted:I'm trying to build a deck that utilizes Poe Damerons ability to do broken poo poo and i'm looking for more ideas. I got excited earlier when I thought I could roll with Finn and run Crime Lord in my deck, but no go since his ability only applies to weapons and vehicles. Right now the best thing is Thermal Detonator which is a straight 3 damage from the hand to every opposing character. Obviously gonna roll with Launch Bay and Black One. I could still run with Finn which gives me access to AT-ST. I'm running something like that atm. http://swdestinydb.com/deck/view/129682 Big things are cunning to get more Poe effects happening, Emperors Throne Room to force when neccesary and sweet sweet datapad to both make your money and trigger more Poe. It's a little janky, sometimes it EXPLODES on your opponent, sometimes its more moderate.
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# ¿ Dec 28, 2016 13:05 |
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Admiral Joeslop posted:The first game he had eVader and Tusken. Vader is ridiculous, rolled five damage right away, and completely neutered anything I tried to do after. Second was Amidala/Rey/Ackbar. I killed Amidala and Ackbar but he hit me with Patience twice while having seven dice out. Between discarding everything and removing my resources, I again couldn't get anything out and was lucky to kill just those two. Tusken Vader is one of the three big aggro decks that have crystallised out of the early meta, so with a smaller card pool you are vulnerable to getting god rolled. Basically you want some dice control to stop yourself getting wrecked early on,but if you dont got the cards, you don't got the cards. One of the issues with the format is that there are effectively no all common and uncommon decks possible, you need a certain critical mass of rares to get a deck going. Now in a month or so supply should stabilise and singles will solve that and let you build a top tier deck for a modest amount of money, I figure EJango/EVeers to be a fairly cheap proposition, any particular deck type you lean towards?
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# ¿ Dec 30, 2016 16:50 |
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Admiral Joeslop posted:I've got a single Jango die right now to go with Kylo and a Trooper. I do enjoy me some aggro, and free actions like from Jango are great. Hmm with Kylo, Trooper, Jango. If you can get some commons off the people with larger collections even throwing 2x He Doesn't Like You 2x Backup Muscle 2x Isolation 2x Unpredictable Should help you out a lot even if you are mostly stuck with a starter. Ultimately depending on your card pool I'd look at heading to eJango/Trooper/Trooper or eJango/eVeers. EJango/EVeers may be the total blitz deck of the format, living or dying by the go roll, whereas EJango/Troopers will be the tougher less explosive varient.
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# ¿ Dec 30, 2016 18:02 |
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http://swdestinydb.com/deck/view/136061 That's a first draft of a Luke/Ackbar deck I've dreamt up, haven't tried it yet as I'm missing Ackbar but it can have some explosive turns and with Ackbar you can slow roll them and possibly use Luke twice. On Veers/Jango. It can totally god roll you and blow you out, otherwise you need some mass dice control to limit it's damage. I think its why Dodge is probably a 1 of in every deck, it is insanely expensive at 2 but the ability to just negate their turn can't be overestimated. Also people rate Electroshock as a great card, if you play Dodge and remove 2 ranged damage dice you've done the same raw work as 2 Electroshocks (Electroshock is of course more versatile). That said occasionally DVDJ will roll all 2 ranged damage with Veers then Jango into another set of ranged damage but all you can do is remove some Veers damage and then hope the Jango roll isn't too godly. Also mulling over this, just for Poe tossing Thermal Detonators at fools, my issue is, Poes single dice is too easily removed. http://swdestinydb.com/deck/view/136067
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# ¿ Jan 5, 2017 15:54 |
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KO Derf posted:I think you've run into an issue I've seen a few times. Your costs are too high for only running a single Poe die. If you miss your 1/6th chance, you will have difficulty paying for things. Yeah definitely slotting in Cunning, reckon I'll cut a Black One for it and maybe a Launch Bay. I'm hoping the Hired Guns help with resource generation.
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# ¿ Jan 6, 2017 02:37 |
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Turbo offense one man band, though I wonder would one dice palpatine with a supporter be a better deck, if the dark side gets a nine point guardian I can see it.
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# ¿ Jan 11, 2017 17:42 |
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The Luke Ackbar deck seems to be coalescing atm into a very strong deck. The core is that Ackbar provides access to some strong cards like field medic and dug in which help keep Luke alive, and then Luke just rolls great dice and kills your opponent that way. The deck packs a lot of defense looking to endure past the blitz decks and win that way. Knights of Ren have a version here. http://www.cardgamedb.com/index.php/starwarsdestiny/star-wars-destiny-deck-share?p=47722&deck=swddeck_586ec2b0b37be&c=3399 Other options for the deck include All In and Force Manipulation.
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# ¿ Jan 14, 2017 18:50 |
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guts and bolts posted:
So eLuke/Ackbar is becoming a strong deck as people start to sort out the meta. The work in the deck is all done by Luke so you want Luke's Lightsabre/Lightsabre/Force Training/Force Throw/ maybe 1x One With the Force. Ackbar is there to get you access to his double focus side for All In shenanigans, letting you roll Luke again with Leadership and otherwise just giving you access to red cards. The rest of your deck should be dice control like Deflect and Force Manipulations and heal/shields like Field Medic, Dug In and Defensive Stance. Heroism with a shielded up Luke can be solid to. Your goal is to have enough defense to ride out the blitz and just beat people to death with Luke.
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# ¿ Jan 19, 2017 12:04 |
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guts and bolts posted:Swapped some stuff at the FLGS tonight. Some hard choices were made. Keep Dug In in mind as well, going super heavy on shields seems like overkill but it can be tech especially with Riposte able to turn them into damage and if you can keep a fully loaded Luke alive your chances of winning are good.
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# ¿ Jan 20, 2017 09:51 |
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1 die Luke is at a super awkward point cost. You could try 2 dice Padme and build some kind of discard deck that uses blue and yellow control to stay alive, but that's better with padme, rey, trooper. You could also try luke/rey but I think it's a pretty limited build.
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# ¿ Jan 20, 2017 19:29 |
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guts and bolts posted:Phone post Yeah it's a really explosive deck. Depending on the board state you can do a couple of different things. The worst thing that can happen is that he does first, activates Veers and Veers rolls well. Now if you activate Luke, Jango can activate and blow you out. So if Veers goes first you may want to spend some actions weakening his dice with Deflect or Use the Force or shoring up your defenses with Shields. Ideally you want to take an action or two that makes him activate Jango normally, but normally they will just pass and wait you out. It's easier if you go first, you can consider rolling Luke straight away, so if he rolls Jango he has no time to actually fix his dice. All that said if rolls well without fixing it hurts, concentrate on keeping Luke healthy enough that he can't burst him down with a God roll and I'd lean towards killing Jango first, their health pool is small and Luke can also roll serious damage.
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# ¿ Jan 21, 2017 14:03 |
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bowmore posted:does anyone have a good eJango/eVeers list? I'd love to see it http://swdestinydb.com/deck/view/122565
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# ¿ Jan 21, 2017 16:50 |
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I know I'm looking for 1 more crime lord, 1 Jabba and about 10 more rares just to bulk out some extra decks and the cost of that in singles is about the same as a box. I know I thought I'd be just at singles at this point but if prices stay the same and I saw a box I'd be tempted.
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# ¿ Jan 21, 2017 20:51 |
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guts and bolts posted:I have a Crime Lord spare if you're willing to trade Cool, what are you after?
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# ¿ Jan 21, 2017 22:30 |
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guts and bolts posted:I have... Hmm I have none of those spare, but I will check about the local playgroup and see if I can find anybody with Han's to spare.
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# ¿ Jan 22, 2017 00:42 |
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People always want to ban some card or other (usually by shocking coincidence the type of card that beats their kind of deck) We need to see some big events before we can judge if the meta is borked or not. There are counters to hyperloop, so it's not the sky is falling country yet.
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# ¿ Jan 26, 2017 17:57 |
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guts and bolts posted:I have... 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?
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# ¿ Jan 27, 2017 01:22 |
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Was out at a convention this weekend, brought 6 different decks so people could try the game out if they were interested. Everyone enjoyed it, but there were only about 6 starters available in the shops which got snapped up and zero boosters. Absent product, people can't get into the game. So, FFG need to come up with a clever plan when they release Spirit of Rebellion, to gateway all these potential new players into the game. Might be deck building clinics around the new dice from Spirit of Rebellion along with the commons and uncommons from both sets, they could print prize support of alt arts of key uncommons from set 1 for release tournaments (like Dug In and Electroshock) or maybe even do something more drastic.
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# ¿ Jan 30, 2017 11:53 |
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Dodge is a solid meta call. It's basically don't get blown out.card. Sometimes it'll sit in your hand, but then sometimes it'll remove 3 or more dice and then win you the game.
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# ¿ Jan 31, 2017 20:29 |
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So there is kinda two ways to build Poe/Gun/Gun One is Hyperloop, where your deck looks a little like: Poe Hired Gun Hired Gun Emperor's Throne Room Upgrades: 10 2x Cunning 2x Datapad 2x Hunker Down 2x Second Chance 2 x Thermal Detonator (In your case you can use the DL-44 instead) Supports: 6 2x Millennium Falcon 2x Launch Bay 2x Play the Odds Event: 14 2x Disarm 1x Dodge 1x Dug In 2x Field Medic 2x Hyperspace Jump 2x Logistics 2x Scavenge 2x Strategic Planning You basically play for big cash to drop the major supports, mulligan for Falcon, Cunning, Economy and Hyperspace Jump. Play the Falcon early (If you have three resources and the Emperor's Throne Room, you can claim the battlefield to resolve Poes special, get 2 resources from the Falcon and play it that way), roll the Falcon first every turn and if your opponent gets a roll you can't handle, Hyperspace Jump away with the Falcons special by claiming the Emperor's Throne Room. If they remove the Falcons dice you can also use a Cunning dice for the same result. Currently I'm trying to find space for Electroshock, Flank and Unpredictable so I don't need to Hyperspace Jump from minor rolls. Second is more guns guns guns.
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# ¿ Feb 3, 2017 10:43 |
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Merauder posted:I'm familiar with the Hyperloop decks, and they don't interest me at all. I'm always amused at a crazy combo deck like that, but it's rarely something I actually would enjoy playing against someone. More so, as I mentioned, I wanted to try to capitalize on Poe's Special triggers, getting free dice faces of your choice and essentially working triple duty (letting you effectively play a vehicle card, activate it, and resolve it all in one action; AND it enters play ready to actually be activated that round). So the Hyperloop thing isn't the focus of the deck, its just a trick in the arsenal, the major advantage of it is you can end a turn that gets disadvantagous immediately. Now on the more standard Poe deck. The problem is Poe doesn't have an ideal 12 point yellow character to partner with his Elite version. We'd like the elite version as its a lot harder to remove both his dice. So we end up looking at partners for his 14 point version and the best choice there is the Hired Gun So Poe Hired Gun Hired Gun For a battlefield and if you are really relying on triggering Poe we're back to Emperor's Throne room. At which point we're mostly playing Hyperloop again, but we'll avoid using that. You want Datapad and Cunning to make you better at triggering Poe's special, but at that point you want a big impact discard, which is either the Falcon, Launch Bay or Thermal Detonator. The IQ sniper rifle is ok for that and the DL-44 is good with 3 damage, Black One is borderline but you can use it if you like. Assuming you have no hold out blasters or thermal detonators. Poe Hired Gun Hired Gun Emperor's Throne Room Upgrades: 13 2x Cunning 2x Datapad 1x Second Chance 2x DL-44 Heavy Blaster 2x IQA-11 Blaster Rifle 2x DH17 Blaster Pistol 2x Hunker Down Supports: 5 2x Millennium Falcon 2x Launch Bay 1x Black One Event: 12 1x Dodge 2x Electroshock 2x Flank 2x Logistics 1x It's a Trap 2x Scavenge 2x Unpredictable I'm not as solid on this list, I think it pulls in too many directions at once and you are probably better cutting down on the guns or the supports.
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# ¿ Feb 3, 2017 13:53 |
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Merauder posted:Right, this is definitely the biggest issue with trying to run him with that goal right now. You want as many of his dice as possible and there's just not an ideal way to do it. Elite Finn fits right in, but frankly the two 9 HP characters are likely to run better to keep you in the game long enough to capitalize on all the Upgrade infrastructure you need to get Poe to be consistently getting those free virtual dice. I'd bet 10 euro that Finn was 12 points until later in playtest, when issues cropped up in the expansion card pool so they changed him out. His dice is nearly identical to Jango and Jango is currently significantly stronger.
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# ¿ Feb 3, 2017 19:12 |
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There are definitely cards in the new set with alternative triggers. There is a blue support that blanks dice when you roll a shield or a yellow upgrade that adds a shield when someone resolves a ranged dice. Interesting alternate triggers with more complex timing interactions. Should be good.
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# ¿ Feb 27, 2017 00:41 |
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Ultiville posted:Magic does multiple print runs for all sets now - they commit to product availability while the set is in Standard. (By which I mean, availability to retailers.) But of course, they also don't really have an expansion/base set distinction anymore, just smaller and larger sets. Magic has big structural advantages though, they can do their printing in house and locally so they aren't beholden to Chinese manufacture and shipping times. Smaller companies ironically need to do bigger print runs to fufill less demand as they have a 3-6 month lead time for ordering. I think if they make the base sets a venue to reprint key cards and dice, this won't be a deal breaker for the game as they can keep the staples in print that way.
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# ¿ Mar 1, 2017 10:32 |
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I think between Fast Hands and Force Speed, Hyperloop is looking like a lot less of a hard lock. There are some pretty powerful combos in Spirit of Rebellion but you do need a few weeks of people playing with the product before you get if its broken or not. I'll admit to being surprised at how many tempo cards they put in SoR, but the first set was really well put together so I'll give them a fair chance before I wig out.
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# ¿ Apr 7, 2017 20:37 |
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Would not be shocked if they tried to fill small shop orders first and give a percentage to the really big orders.
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# ¿ Apr 18, 2017 14:30 |
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Depends, usually with Jetpack you are looking to roll damage, the special can be good but that's matchup dependant. Overkill has a 4/6 chance of rolling damage, which is amazing consistency. Secondly, red hero decks run It's a Trap which you can use with Overkill but not Jetpack and that can lead to massive blowouts.
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# ¿ May 11, 2017 09:54 |
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Hauki posted:Here's my first stab at a vader/kylo list, I only have 1 enrage/intimidate/lightsaber throw, otherwise I'd try to jam more. Is there any chance of you getting an Emperor's Throne Room Battlefield? It'd make your specials a lot more achievable.
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# ¿ May 11, 2017 09:58 |
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One of the issues with Vehicles is, they are super slow, you have to roll 1 single dice, possible fix the roll and then resolve the dice. In the current meta a lot of decks are resolving stuff really quickly with cheat actions, then grabbing the battlefield fast. Vehicles have almost no "cheat" mechanics to get their results in faster so they are suffering in the current meta. The shuttle is ok, but this deck is already cash strapped and you are probably better tossing another cheap upgrade that adds a dice to one of your characters instead. I'd consider Lure of Power, I know you can't cheat it out with the Holocron but it gives you a turn one attachment and it can give you some monsters plays. Swap out the lightsabre for it maybe? The majority of you dice being 3 cost worries me a little if you don't hit your holocron.
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# ¿ May 11, 2017 17:37 |
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Force Lightning is a great damage source, it's just expensive as all hell, you'll be leaning heavily on Holocron to get it out. Could well make Mediate a workhorse for you, letting you swap out a blank die for a holocron special. Dark Presence is also worth a look, you've a fair amount of discard on your characters, its pretty brutal dice control and its free.
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# ¿ May 11, 2017 22:56 |
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Also got any Vibroknifes? Good 2 cost melee attachment. Deflect is good removal meta allowing. Doubt is also decent.
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# ¿ May 11, 2017 23:00 |
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Hauki posted:Ended up going 3-1 for 2nd place. Lost to eLuke/Rey, he had a great hand and I couldn't keep up with the chain of free actions from cyling 2 holdout blasters, 2 vibroknives & a force speed on Rey. Didn't help that I rolled like 66% blanks over the course of the game. Congrats on coming second, what worked and what didn't in the list?
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# ¿ May 12, 2017 11:42 |
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There definitely seems to be a sub theme in the Villain cards being better at removing your opponents dice and the Hero cards better at controlling your own dice. Being able to spend resources to control your dice rolls isn't a bad thing though, it lets you cut down on luck and so long as someone can attach two blaster pistols and roll 10 or more damage on turn 1, luck will always be a factor in the game and never totally overpowered by control effects.
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# ¿ May 13, 2017 12:48 |
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Ville Valo posted:I'm running Anakin/Kylo for a small event tonight and realized I only have 29 cards sleeved up. I'm looking at some lists online and seeing a Force Push take that slot but I'm not digging adding range damage to the deck when it otherwise doesn't use it. Is that not as big a deal as I'm thinking? Should be fine, none of the Ranged Damage is modified so you can use it regardless of your other dice, it will be a bit slower than melee. It's double discard can be handy if you are running Dark Presence. Got any other options?
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# ¿ May 15, 2017 18:37 |
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Ville Valo posted:Almost everything; I have a playset of Awakenings and cracked 3 boxes of SoR. Maybe Kylo's Lightsaber? Force Speed? Here's what I've got on me: I'd consider Dark Presence with the amount of discard you are running, maybe cut the lightsabres and meditate and put in 2x Dark Presence, 1x Kylo Rens Lightsabre and give either Force Push or Force Speed a go?
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# ¿ May 15, 2017 19:01 |
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Kylos discard sides as well right? I get the build is aggro but the Dark Presences are basically free to trigger and cutting down on someone's dice is always handy. Edit Ah no Kylo doesn't, I'm thinking of someone else. Yeah I'd say cut a lightsaber for a Kylos lightsaber, force push or force speed. HidaO-Win fucked around with this message at 19:34 on May 15, 2017 |
# ¿ May 15, 2017 19:32 |
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# ¿ Apr 27, 2024 11:29 |
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Re: Luke/Max I've been looking at Journals of Ben Kenobi as an option if you need some resource generation, only costs 1, has a good chance of making a resource and if it blanks you can trade it in for a card draw, which is possibly clutch against decks using hand discard to choke you out of re-rolls. Also anyone tried Premonitions? I wonder with Luke's card draw and Ben's Journal could you draw to that second copy more reliably, though I'd be concerned about hitting mill.
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# ¿ May 21, 2017 00:03 |