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Good evening fellow FFTCG fans, I'm here to spread the glorious news of the release of our new Opus 2 booster set and to take a look at some of the cards I'm looking forward to trying out myself. Furthermore before we get into the nitty gritty of ogling the new Emperor Xande card (spoiler alert: he's bonkers) I just want to remind you that Wednesday nights are our dedicated Final Fantasy/Warhammer 40k night and we'd love to have you guys down to play.
Flame and Ruin
So let's start off with the biggest, meanest man of the set himself, the heavyweight lord of Syrcus Tower, Emperor Xande.
Coming in at a hefty 5 red-specific crystals, Xande is not the easiest card to play, but for such a high cost he rewards the player with an incredible tempo gain of a 5000 damage strike each time he attacks, forcing your opponent to deal with him immediately or quickly lose the board. Not to be simply dealt with, Xande goes further and deals another 9000 damage to an enemy forward on being placed into the breakzone, making his vengeance have an incredible effect on most boardstates we can expect.
Alongside a very healthy 9000 power statline, Xande is an incredible late game control and aggression tool, forcing your opponent to respond immediately or to suffer as his mounting damage overwhelms the board. Xande is a card that demands attention and if given it, responds in kind with a sickening 9000 damage finisher.
Whilst on the subject of Fire Legendaries, 2-011L Tifa is likely to be a phenomenal staple in upcoming red decks.
Whilst again rocking the powerful 9000 statline, Tifa's ability to make another forward unblockable is an incredible boon to the late game board states of Fire, allowing the deck to bypass other deck's late game forward blockers that can usually cause issues.
The brutal ability Falcon's Dive comes at a high price but will be essential for fire decks making the late game pushes past blockers and will ensure almost any board state featuring a Tifa in play will be incredibly unsafe for the defender. Red aggro archetypes were a monster in the opus 1 meta and with cards like these it is very much still ready to throw down.
Freezing the fireworks
Whilst we've mentioned a few of the fire heavyweights and the effect they can have on this new meta of ours, it's important to take a small look at some of the fancy new counterplay options opening up to other decks. Nothing freezes out a large, aggressive card like the new 2-026L Vayne and his insane control mechanics. Take a look:
Weighing in at an extremely cost efficient 4 crystals and with a beefy statline of 8000, Vayne is the premium in control cards coming out of this set. First up his ability to stop the opponent's 5 cost forwards from activating AND forcing them to dull when he enters the field is an incredible control tool if he can be protected. The ability to remove so much tempo from the opponent and stop his board from participating is crushing for any late game focussed decks.
Furthermore factoring in his Force of Will ability, Vayne is able to lock down any forwards for the small cost of 2 crystals and a discard. An immense control tool all contained in a single, flashy package.
Choice and Calm
Finally as we come away from the blinding lights of our expensive Legendaries, I'd just like to talk a little about 2-049H Asura. Coming to your deck as an extremely cost efficient 1 crystal summon, Asura is a card to be watched this expansion. Take a look:
What's immediately interesting is the incredible flexibility that comes with this card. Whether treated as a cheap cycle for low cost characters, crystal reactivation or even flexibility for your forwards, this card has it all at an insanely low price.
As a player who loves the combo playstyle used in many green decks this card screams out options to me and will find itself into many decks going forward. The ability in the extreme late game to reactivate 5 backups is an insane tempo gain and allows for some very devious counterplay going into your opponent's turn.
Whether slotting this into green/blue to pull your key Yuna or simply looking to shore up your early game boards, this card will very likely see a lot of play by those looking for options.
Final thoughts
The opus 2 expansion for me is an incredibly exciting time for Final Fantasy TCG (to the point that I bought a full booster box day one) and opens up a vast array of new decks. I'm looking forward to experimenting with the new synergies and intricacies and looking for some wacky decks in the process.
If you play Final Fantasy we'd love to see you this upcoming Wednesday and each week as we look to create a strong player base and get experimenting with our decks in the process.
Who knows, you too could find yourself pulling a Foil Tifa like I did :D
Justplay Shaun
One trend we've noticed is the application of terms from Magic: The Gathering to Destiny. We see these key terms being used a lot and it's easy to understand that many of these are relevant to the game directly. Whilst we all know these terms and use them when discussing decks and the meta, often times players can find themselves using terms even if they don't know what they really mean.
One key example is the misuse of "Control" and the overuse of it when talking deck construction in Destiny.
Since card games first existed people have loved playing control decks. The intoxicating feeling of showing yourself as the better player through the old mantra of control being the "harder, skilled approach" and "lol aggro is easy" is a longstanding myth within the card game scene and has taken a strong root within the scene when discussing Destiny, with many people looking to build what they like to call control decks.
Lets look at this for example, a SWDestinyDB Hall of Fame deck labelled Vader Jabba Control.
What exactly defines the controlling element about this deck?
Is it ever going to lock down the game and make it impossible for you opponent to progress their board state?
Is it going to remove their threats efficiently so you steadily gain an advantage?
No. This deck is going to slowly fall behind while doing a little damage, as your opponent adds upgrades to the board and removes your Crime Lord dice after you put so much effort in to get them out. It's an easy mistake to believe that decks that want to play slow and a longer game fall under control, but attrition and slow play does not mean this deck is in control of anything.
This is the question we need to consider; where are all of the control cards?
True control cards
By the strict definition of control, these are the only two usable, quality control cards in the game. Both cards permanently answer an opponent's threat and establish a form of control of the board state. Within the current meta they are both rarely played and when they are played played, they are not enough to let you take control of the game because you still aren't a control deck - because there aren't enough control cards to be one.
I don't mean to bash this deck in particular or the designer for naming it such, but any of these types of deck (Jabba/Dooku control for example) all boil down to the same thing; they try to play a longer game while being in "control", often just falling behind to the opponent's deck over time as they progress their board and you don't. You watch your opponent create upgrades and you don't do anything to deter/control it.
Dice Control
For us Destiny players this is where the term control is often used and really becomes relevant. I think most of us call card like Electroshock a dice control card, as they remove an opponents dice from the pool and therefore affect the board state.
Whilst widely used, this is not really control in classical terms. This form of interaction is one of the game's defining features; interacting with the other player's dice and making the game as awesome as it is. In effect this mechanic when understood properly is most akin to gaining tempo on your opponent, rather than a form of pure control.
For the purposes of our game it's fine to call these control cards but seeing a deck being called a control deck because it has a high number of dice control cards is slightly misleading. I think this began as a nod however to the meta we saw early on in the tournament scene, with the early dominance of the 14 upgrade decks. These decks that worked vigorously to get dice on the board are finding that the playstyle just does not cut it anymore. As I talked about in my Training Day deck update blog post, tournaments being "best of one" changes the meta. More and more players are finding they need to have a way to affect the opponent's dice if they want to win. Most decks seeing consistent success are now dropping to 12 upgrades or lower and having a way to interact with 10 or more dice control cards.
This widespread play has become the norm and defining these decks as control simply doesn't work.
Will there ever be control decks?
All of these issues aside, I think there already is a space for control decks but the key example also happens to be a combo deck. Hyperloop does genuinely take control of the game and stop your opponent from doing anything while you chip away at them to victory. I think this is the truest form of a control deck we have seen and I would happily accept that label for it, but its also a miserable combo deck so...
Moving on from here and looking to the future I would like to see some more strategies appear within the scene that don't rely on straight-up damage, but with the initial spoilers from Spirit of the Rebellion looking pretty damage focused these hopes may go unanswered. With more damage sides than we have have ever seen I am not hopeful yet, however we have only seen a handful of cards and I am sure we have a lot of interesting cards on the horizon to play with very soon.
If you're in the UK feel free to come along to our next Destiny Event and blow my decks out of the water! Tickets are on sale now and you can get them here.
Thanks for reading,
Ritchie
Hi All!
Since my original deck tech on this deck, a lot has changed; best of one swiss rounds, Hyperloop becoming a thing, along with changes from more testing - so I thought I'd do a quick update for anyone playing Training Day!
I still believe this a tier one deck and would still play this in a heartbeat at any event I attend - it still beats the likes of VaderRaider, Han/Rey, Villian Blue and of course Jangeers consistently, clocking in at one of our highest win ratios in testing.
Training Day V2
Changes
The main change here is lowering the number of upgrades from 14 to 12 (something that we're doing consistently on a lot of our deck builds now), and also the inclusion of a lot more dice removal cards. There are few reasons for this:
Resource Cost 3 Upgrades
This deck is never flush with resources, I never play to pick up resources or save it, I play almost every turn with just two resources from the upkeep step. The three cost upgrades often were just too expensive too often, and certainly having 6 of them in the deck was too many. Luke's Lightsaber and Force Protection were certainly the worst cards too, so they've been cut.
Character dice are all you need!
This deck's Character dice are excellent they work together perfectly, dealing very consistent damage thanks to Qui-Gon's ability. With the extra damage from hand cards on top, I find that any game that has not gone super long ends with me having very few upgrades in play, and with the generous mulligan in this game twelve is plenty to ensure a good starting hand.
Best of one
You can not head into a tournament in this format without expecting to get blown out by an insane roll at least once, so I have increased my dice removal suite by nearly 100% going from 5 to 9 to try to counteract this. I do not want to start any turn without a way to interact with my opponents' dice. Also I needed more dice removal that is not conditional (Force Misdirection is conditional, Mind Trick isn't, for example)
In my previous build the only dice that I could respond to unconditionally was a ranged dice (with Deflect) but now with Mind Trick and Heroism I have ways to respond to more things quickly. Mind Trick has been excellent and I think a little overlooked by many people, mostly because of its resource cost, but in testing that hasn't slowed me down too badly especially with less upgrades in my deck.
Hyperloop
This deck can be a problem for mono blue hero if you don't have unconditonal dice removal (and we don't have access to thinks like He Doesn't Like You) - and even then it's not great since Hyperloop can just "go off" sometimes. It's incredibly dull to play against although perhaps no more likely to "go off" than Jangeers is to shoot you in the face for 10 on turn 1. Mind Trick is great here, i always gets to remove the Falcon dice even taking second turn, otherwise you are relying on Deflect and Dodge to hit ranged sides.
Battlefield
I very rarely pick my own battlefield with this deck; it does not really help me no matter what I choose as I've already talked about in the deck tech. I am currently running Imperial Armory; it does help me with the resource problem if I am forced to play it or choose to, and I do pick my own Battlefield against decks relying on Emperor's Throne Room (eg Holocron Decks or Hyperloop). I do still go back and forth between Mos Eisley Spaceport and Imperial Armory though, its tough choice and one I've not been sure of yet.
Good luck if you're running this deck at your local events and let me know how you get along! If you're in the UK, make sure to attend our next Grand Tournament event - tickets are on sale now!
Thanks for reading
Ritchie
This weekend saw JustPlay's first Star Wars Destiny Grand Tournament, with 16 players taking part to be the first ever Destiny GT Champion. With the FFG Q1 kit and JustPlay store credit as prizes, it was looking to be an exciting day! (You can read about the format and prizes here)
Meta Breakdown
The players had five rounds of swiss to battle though before the cut to our Top 4 players - the top tables for most of the swiss were swamped with VaderRaider and Brosiths, showing that Darth Vader is not to be messed with either at one dice or two!
The early leaders were John Brogan (VaderRaider) and Jack Westaway (Rainbow Veers) both out to a 3-0 start before clashing in round 4, where a win for either would lock them for the top 4!
You can watch all of our feature matches including John vs Jack on our YouTube channel. We streamed the full event and hope you enjoy it! Unfortunately we lost the sound early on, but there's still plenty of great gameplay to watch. We'll be repeating this for future events (without the sound issues...) so don't forget to like and subscribe to stay up to date with more awesome Destiny content!
Read on for spoilers!
At the end of the Swiss rounds, the rankings looked like this
Congratulations to all of our players and thank you all for taking part!
The results were in and we had our top four players - with Jack being defeated in the final round of Swiss it meant a clean cut of 4 players all with 4-1 records, dashing the hopes of our 3-2 players who had been battling it out for what they hoped would be that final spot.
Here are our Top 4 players, and below their deck lists:
Jack, Emma, Phil and Steven made the Top 4
Stephen Jones "VaderRaider"
Jack Westaway "Rainbow Veers"
Emma Barnes "Brosiths"
Phillip Ryall "Jangeers"
This meant the brackets broke down to Stephen Jones on "VaderRaider" vs Phillip Ryall on "Jangeers", and Emma Barnes on "Brosiths" vs Jack Westaway on "Rainbow Veers".
We had Stephen and Phillip on camera so you can watch all of the action from that game in the video above - they were really close games, it's well worth taking your time to check them out.
Stephen however did take this down with a 2-0 win over Phil, denying him a second JustPlay finals appearance.
Jack vs Emma saw a convincing win to Jack, taking it down 2-0; in both games Jack resolved 2 turn 1 Sith Holocrons and within 2 turns they had turned into Force Throws and Mind Probes making short work of Emma and her hope of making it past the Top 4 this time. Some of you may remember Emma making it to the Top 4 of our Christmas Party event - Congratulations Emma on your second Top 4!
The Final was set, with the very well established "VaderRaider" deck making the final vs the unknown "Rainbow Veers" deck piloted and designed by Jack.
I helped Jack test his deck on TTS in the week leading up to the event, and I thought it was an interesting lineup - but what is really great about his deck is that Jack hasn't been able to get hold of much Destiny product and he built it with just what he had at hand. Jack is a young guy new to CCGs but with a little help from experienced local players and a keen eye for a build he made it to the finals; proof that lack of cards shouldn't stop you participating in events!
When the dice had settled though, we saw Stephen Jones victorious, beating Jack 2-1 in an exciting match that many times could have gone either way. We'd urge you to watch it on the stream!
Congratulations to Stephen on his win and the awesome resource tokens, alt art Kylo and £25 store credit!
Winners & Runners-Up: Stephen (bottom row), Jack, and Mark (for the Second Chance Event)
After the main event Swiss finished, we also ran our Second Chance Event - a free side event for everyone who didn't make the top cut. 4 rounds of Swiss, no cut, with prizes of an alt art Kylo for 1st and a alt art Tie fighter for 2nd.
Here is how it finished up:
Congrats to Mark and Nathan for their 1st and 2nd finish
You can check out Mark and Nathan's decklists below. Mark has had huge success locally with his "Jangeers" list, and like Jack, Nathan is another example of building with what you have - his self-made Finnbar deck has been impressive even with his limited card pool.
Mark Winckle "Jangeers"
Nathan Foster "Finnbar"
One last thanks to all who came and made it a great day! The next JustPlay Grand Tournament is on the 12/02/17, you can find all of the info and grab your tickets here - if you're in the UK and play Destiny, make the trip, you won't be disappointed!
Don't forget to follow us on YouTube and Facebook to keep up to date with all things JustPlay.
Thanks for reading!
Team JustPlay
Welcome Destiny players, to the JustPlay Star Wars Destiny Tier listing, where we rank the most popular decks in terms of relative power level!
We have a thriving Destiny community at JustPlay and we have been playtesting Destiny since it was released. We playtest many different ideas, in many different matchups, both in paper and online; we also build and playtest popular decks that pop up online. This puts us in a strong position to rank decks and their place in the meta.
Without further ado, we present to you...
Tier 1 - Decks that consistently perform well, have a significant amount of raw power, and play many of the best cards in the format. These are the decks that all other decks need to be able to beat.
Tier 1.5 - Decks that are slightly weaker than Tier 1, but consistently perform better than Tier 2, and are difficult to place in either tier.
Tier 2 - Decks that are very strong but don't quite have the consistency or raw power of Tier 1 decks, and are often countered by Tier 1 decks.
Tier 3 - Decks that are commonly seen in the meta and are very capable of winning but lack either the consistency or raw power level to compete with higher Tier decks.
What do you think of the current Tier rankings for Star Wars: Destiny?
Check back soon - we'll be keeping this list regularly updated as the meta continues to develop and the Q1 organised play season continues!
Also don't forget to follow us on YouTube for more Destiny content, and join us for our first Destiny Grand Tournament on this Saturday, 21st January, at JustPlay in Liverpool!
Hi Destiny Players!
In today's article, we're going to be talking about Battlefields. I won't be reviewing them, instead I'll be talking about how to choose one, how to make it work for you, and why not to choose certain battlefields. So let's crack on!
Choosing your Battlefield is an important part of designing a Destiny deck. Most people will choose a Battlefield that helps their deck, but I often see people windmill slamming Imperial Armory with the reasoning of "it makes my stuff cheaper" without considering something very important; it works equally well for your opponent! So, how to we make better Battlefield choices?
This is a pretty good Battlefield choice.
This is a term that was popularised in Magic: The Gathering. It's used in reference to effects that symmetrically affect each player, where your intent is to make said effect hurt your opponent more than it hurts you. For example, a (made up) card in Destiny that read "exhaust every character with a starting health of 8 or lower" would have more impact on decks running smaller characters than bigger ones, so if we built our deck to only include big unique characters and used this imaginary card, we would have broken the symmetry of that card effect.
In reference to Battlefields, breaking symmetry means this; you want to choose a Battlefield that your deck can utilise well, but you also want to choose a Battlefield that you are likely to get more benefit from than your opponent when you claim. Imperial Armory is a good example of a card that is generally quite symmetrical; everyone has plenty of upgrades in their deck, so everyone can make use of it easily.
Imperial Armory: not even once
Now let's consider ways in which we could break the symmetry of Imperial Armory. One way is to use Rey. Because Rey gets an action after attaching an upgrade, she gets double usage out of Imperial Armory. Another would be to run Imperial Armory with a deck that runs a good few 1-cost upgrades; often when you claim an Imperial Armory you haven't got any money left over to play an upgrade, but it makes 1-cost upgrades free, so if you have some in your deck it makes it easier for you to make use of the claim effect. Are either of these effects a good enough reason to run Imperial Armory? Probably not, because Armory is a very symmetrical card, but they are examples of things you might consider when thinking about playing it.
A great example of a card that you can play non-symmetrically is Emperor's Throne Room. If your deck includes a lot of cards with abilities (and especially if you have a character with an ability, such as Kylo) then the claim effect is going to have many uses for you, but won't necessarily have much use for your opponent. Against some decks, this card can be incredibly non-symmetrical - some decks just don't run many abilities at all. And whilst some decks may make use of it, as long as you have a better use case, you've broken symmetry. I'm playing a deck right now that uses Kylo as well as lots of blue force ability cards, so I'm almost guaranteed to have something I can use with this claim effect, and I get a lot of utility out of it because I can choose precisely which ability I need when I claim, so this card is a great fit for my deck.
Let's take one more example, even more extreme. I have a Han Solo deck that uses Ambush upgrades (DL-44, Holdout Blaster, anything yellow with Infamous) to give Han shields. I realised that there was a Battlefield that let me return these to my hand, to play them again and give Han even more shields - Mos Eisley Spaceport. Mos Eisley lets me keep the shields flowing, the Ambush keyword means I don't "lose" actions to replay things, and the extra resource when I use the claim effect keeps the replay cost down. In addition, DL-44 also has an ability when played (removing an opponents' dice) so I'm getting even more value out of that replay! I decided to push this theme even further and added Comlink to my deck, meaning that for effectively 1-resource I had a card that could make me or my opponent reroll every dice - every turn.
Mos Eisley Spaceport: A wretched hive of scum and villainy and blaster recursion
Even though all of these uses cost resources, and sometimes I won't be able to afford to use them, there are plenty of great options here. Contrast that with the opponents you'll be playing against; how many times have you ever thought to yourself "man, I wish that I could get that upgrade back in my hand and get 1 resource"? I'd hazard never (especially since you can upgrade upgrades), so my choice of Mos Eisley gives me options - even if they are not always great ones - whilst giving many opposing decks absolutely nothing in return.
Think about breaking the symmetry when choosing your Battlefield. If in doubt, use this maxim; a weaker effect that only you are likely to use is better than a stronger effect that both players can use to similar potential.
I use this term quite often when I talk about Destiny gameplay. Every turn is a race to claim, even if it isn't your specific goal; and therefore, every action you take has a hidden cost of pushing you further away from winning the claim. Therefore, a key skill for a Destiny player is to be as action efficient as possible whilst taking their turn, making it more likely that they can claim later.
Of course, you can also build your deck to win the claim race more often. Jango Fett, Ambush cards, running fewer but more powerful characters, and running dice that makes use of the same icons (eg sticking to just or just damage cards) are just some ways in which you can make your deck faster. If you make your deck fast enough, then you can potentially ignore symmetrical effects of Battlefields and simply pick the one that you want to use, with the aim of making sure it is you that uses it most turns.
A good example of this is Separatist Base. This effect is pretty symmetrical no matter how you look at it, but in a deck that is designed to be very "aggro" (ie, kill the opponent very quickly with damage) you can break the symmetry a little because you are intending to put your opponent under much more damage pressure than they are applying to you. Breaking the symmetry even just a little is good, but if we are built to race for this claim each turn then we are probably not concerned about that - we're simply playing this for easy damage.
I have a deck that runs 2-dice Jango Fett and General Veers along with this Battlefield. Thanks to running just two characters, Jango, Infamous, ambush effects and cards like All In, I'm very fast to end my turn and win most claims, which means free damage that works well in combination with a deck full of damaging cards. Additionally, I also have a better initiative roll than most people (4 dice with a good total sum of sides) meaning I'll often start with the Battlefield, which in turn makes it easier to win future claims.
Coming back to Imperial armory, using the racing technique is one way that we can make good use of it. It's a very powerful effect, but too symmetrical to ever really break its symmetry well - so make sure you win most of the claims, and keep it all to yourself!
***
That's it for today's article, and as ever we hope you found it useful. If you'd like to support us, please consider checking out our Destiny Singles Page (we ship worldwide).
Also, check out our Youtube Channel and subscribe! It's going to be chock full of Destiny content, starting today (1st December 2016) when I'll be uploading a video that walks through the deckbuilding process and my thoughts as I put together a yellow villain deck featuring Jango Fett and Thermal Detonator!
Hi Destiny Players!
Welcome back to the blog. Today we're going to be talking about Destiny's Hero characters, and analysing how they rank in terms of power level. If you haven't read our previous articles then don't forget to read them too, but if you have, let's dive right in!
I opened Ackbar at the launch party, and I was really excited until I read him; I was even less excited once I'd played him. Having a double is nice, but having only 1 and also being burdened with a 1 leads to a lot of rolls that aren't doing enough. Really, he's all about his 2 which can be incredible on the right turn, but I don't like his odds of hitting it - I'd have liked him more if he he had two 1 faces like Jabba. He is also a little low on the health side for his cost; I'd like to have seen him at 10. On the upside, he is not horribly expensive, and that big focus result can be a game changer if you like high variance dice rolling (or if you have some 1-focus stuff around to focus him into his 2-focus result; I did this a lot at the launch party with BB-8) - and his two-dice version does fit in neatly with a lot of setups such as 2-dice Leia or double-Trooper, so there is room to experiment.
Ackbar's raison d'etre outside of his focus result is his ability, but in practice it is quite difficult to use without a dedicated discard setup or at least some slots dedicated to it (eg Commando Raid) and because the opponent chooses the damage target, it is questionable as to whether the payoff is worth the setup. It is also easy for the opponent to play around if they know it's coming. I view it more as a fringe benefit to Ackbar, able to occasionally chip in some damage to your total or make the opponent hold back a playable card to avoid the damage.
I'm confident that we'll see some mill/discard decks based around Ackbar but I don't think that they have the support to go the distance currently - no doubt our favourite Mon Calamari meme generator will improve over time. I expect he'll also work his way into some decks as a support. I'd certainly like to try him more and I'd definitely be open to revising his rating upwards a little bit if playtesting proves that there is a good way to get more out of him.
The Rebel trooper is humble, but solid. He has a decent statline similar to a Stormtrooper, with slightly less damage but a instead of a blank, as befits the Hero playstyle. His health is the standard unique 7, and with a reasonable cost of 8 given his ability...
Guardian! Rebel Trooper is currently the only card that natively has the Guardian keyword. As we've discussed before, dice control is very powerful; Guardian provides repeated dice control, with no action necessary other than activating the character. Guardian is a great ability for this reason, though of course it comes with the cost that it is not dice removal as the damage is still going somewhere, and every hit point is valuable. Still, when you manage to pull the only natural melee out from a Rey that's rolled two +2s, or many of the other combinations in which you can do similar, you're still potentialyl saving yourself from a bigger hit. Activation order also becomes important for your Guardians; you ideally don't want to load them up with too many upgrades since you don't want to pressure yourself to activate them early and potentially waste your Guardian.
Overall a nice combination of a decent dice, a useful ability, and a cheap cost - plus the ability to provide a Hero lineup with cheap access to Command cards - makes Rebel Trooper a great consideration for your lineup.
Luke was described by my colleague Ritchie as "too boring", and to a large extent I agree. Luke doesn't do anything special; he just has a very solid dice, a solid ability, and is solidly costed. As much as I normally like Focus results, I'm not a huge fan of it here; Luke's dice are expensive, and you ideally don't want to be spending them to focus something. I'd rather see a more impactful result - Vader (who Luke will always be compared to for both flavour and game mechanic reasons) has a 2 in this slot, for example. His health of 12 is average for his cost (I'd have liked to have seen 13, though).
Luke's ability offers counterplay to discard strategies, increases the options you have available each turn, and is generally pretty good. However, I do have a bugbear with it; it is not optional. This means that it can be a negative against Mind Probe, can accidentally draw you into an expensive card you didn't want against Kylo, and potentially helps mill strategies to kill you more quickly.
Luke does fit extremely well with many of his Hero companions, though. He's cheap enough for you to take a 1-dice Rey with his elite version, 1-dice Ackbar if you fancy your chances of focusing Luke's dice (Padme can do the same but is less supportive of Luke's damage-focused strategy).
Luke is a great card, that does nothing flashy but puts up great numbers.
I wonder whether Padawan is the best non-unique character in the set, and I think she probably is. Her dice is so reliable; no + faces or costing faces like you see on other non-uniques, and she also brings a to help support whatever big, unique character(s) she's running with. The fact that she doesn't suck up any resources on her damage results and brings this supporting focus element to boot is exactly what I'm looking for in my filler characters.
And her tastiness doesn't stop there! Her -1 cost to weapons is really nice. Continuing her potential theme of not sucking up too many resources that you want to be using in other places than a support character, this is again a great ability ion a support character. If you pair her with a redeploy weapon (such as a Lightsaber) so that when she is inevitably murdered you don't lose the asset, you can squeeze some value out of this. You won't use it all of the time, though - sometimes you'll just want to put your weapons on something bigger to maximise your first roll of any given turn.
If it wasn't obvious, I like Padawan. She's going to see a lot of table time, both supporting uniques and in some 4-dice builds with non-uniques.
Qui-Gonn is pretty unique as Destiny characters go, having a dice that is very different to usual and an ability that demands that you build around him. He is the only character to feature two faces and the only character to feature a 2. The 1-1-1-2-2 faces are slightly on the low side as far as numbers go compared to some of his peers, but you can be assured the Qui-Gonn is going to consistently deal damage or prevent it.
There's been some confusion on the forums as to how Qui-Gonn's ability works, so read him closely; before you gain shields you may remove a single shield to deal 1 damage. This means that you can use this ability when you are already at 3 shields, though obviously if you're gaining more than 1, you'll lose any excess.
In simple terms, this means that every shield you gain - through Qui-Gonn, other characters, or effects like Take Cover can be converted to damage. As we discussed in our article on dice, damage is generally preferable to shields, so Qui-Gonn essentially improves every source of shields that you play whilst maintaining the flexibility of gaining shields if you want them. This makes Qui-Gonn a very consistent damage dealer, essentially giving his dice four damage faces. It means that the aforementioned Take Cover reads "gain 1 shield or deal 1 damage for 0 cost", a card that would be almost an autoinclude in every deck if it existed. And there are more combos, too; Resistance HQ, especially played on a turn when your opponent is already out of resource, turns every card in your hand into "deal 1 damage" - no deck will be able to stand up to more than a turn of that happening before they fall so far behind that they'll never recover. Hunker Down exhausts for a damage every turn.
So we've established that Qui-Gonn changes the fundamentals of your cards, and that is always a powerful thing; why isn't Qui-Gonn rated higher? Firstly, his damage is kind of low. He is going to kill things by "plinking" them to death with lots of 1 damage results, and this means that you can simply be overrun by more full-on aggro decks packing cards with powerful numbers such as Jedi/Sith style decks, Jetpacks, Flame Throwers, and so on, or you won't kill things fast enough to deal with Crime Lord (and your shields will be useless). Using lots of individual actions to deal damage with shield cards also means that you're likely to fall behind in the claim race. Secondly, there are lots of ways to eliminate multiple shields such as Intimidate and First Order Tie, so using a shield-focused deck leaves you open to some efficient counterplays.
Qui-Gonn existing for his ability also means that you can easily run him at 1 dice, leaving you 17 points to play with for other characters. If you want to outlast your opponents, you could bring Rey and a Padawan; access to Red could be a 2-dice Leia, or a Rebel Trooper to further push your damage-control theme with guardian. There are great options for 1-dice Qui-Gonn, and this is still the case if you run him at 1-dice, as he can bring 2-dice Rey or any number of other cheaper options. He fits nicely with his cohorts.
Qui-Gonn is a very flavourful card, that interacts in a fun (and powerful) way with lots of other cards - you can see this by how wordy his review section was! A lot of people are already building around him, me included, so I think we'll see him on the table a lot.
Rey has one of the more interesting dice of Destiny characters. If you played her at the launch party as I did, you'll know that having two sides with a + is incredibly frustrating if you don't have plenty of other dice to support that. On the flipside (and now that we're talking constructed decks), her dice is really good when properly supported. She doesn't eat a resource for her 2 result like her counterpart Kylo, and she has nice double-resource faces as long as you can activate the +. Her is the only thing that I don't really like.
Her ability is also very good. The value of action economy in winning the claim race should not be undervalued, especially since Rey has a great claim trick with Imperial Armory (claim, which lets you play a cheap upgrade, and you get a free action).
The main reason, though, that all of the above is so strong is that Rey is insanely cheap for what she does. The potential of her dice, her great ability, and her 10 health pool can come at a cost of just 9, which puts most non-uniques to shame, and her 2-dice 12-point version is also incredibly well costed. She does so much for her cost that it's hard not to love her simply for having solid numbers. She slots easily into many builds and I expect she'll be showing up everywhere in both versions.
Finn is lazy bad card design. B-A-D. Effects like this are just so boring, though they're flavourful for Finn. The weapon and vehicle clause in particular, though, is going to be problematic; game designers often seem to include this type of effect in their first set, balanced against a limited card pool; 5 expansions in, there is a deck that has no theme, no interactions, no synergy or combos, and is simply made of all of the most cost-efficient cards from both factions. Alternatively, to stop this from being the case, they're forced to only release mediocre weapons and cards... also bad. It's happened before, and it'll keep happening until someone realises that this type of ability bad idea. Sorry FFG, this game is incredible but this card is going to bite you in the ass.
So rant over, let's look at Finn. His numbers are low, though he does have 3 damage faces, with a rare mix of ranged and melee. I'm not a particular fan of mixed damage types; yes, you're less exposed to Block or Dodge style effects but the tradeoff is less consistency in + effects from your own cards, which is going to affect you much more often than cards people might not even play. Finn's melee face seems to be mostly there for flavour (he used a Lightsaber in the film!), though it does also help our Rey's +2 when using the starter. But we're not talking about starter games; Finn's dice is just a bit weak. His health of 10 is nothing special for his cost of 13/16 either.
What cards can our deck gain from Finn, to make his cost worthwhile? The list is currently limited to AT-ST, First Order Tie, and F-11D Rifle. AT-ST is mostly going to be used for a deck specifically built around it (eg Poe+Finn), but the Tie and Rifle are both really great, solid cards that - when used in conjunction with the currently limited card pool - can give you a deck build that is more consistent and solid than you'd be able to achieve without Finn.
Are the gains in terms of your deck worth the offset you get from Finn being a pretty weak character? In my opinion, not really, though as mentioned he is definitely going to get better with age and at some point is probably going to be incredible.
Han is a great example of a character that has perfect synergy with himself. His dice is solid, with good numbers, and his dice's filler face is a 2 which is both flavourful and impactful when it turns up at the right time. He has two resource faces which is always nice, and somewhat offsets the cost of his 3 face. His health is a little lower than I'd like, but since his ability is survival related, it's easily worked around. And through.
Han's ability is AWESOME. Say it with me: AWESOME. Hitpoints are a very finite resource in Destiny, and though there are lots of ways to work around or remove shields, I still like them a lot because they are easier to come by than healing. Being able to generate lots and lots of them is powerful. To get the most out of this ability you want to focus on Ambush cards, which is fine, because Hero Rogue cards have access to some great ones (including my personal favourite weapon, the DL-44). In particular, Infamous is amazing with Han, as well as being an amazing card in it's own right. It's so easy to get mileage out of Han's ability because Ambush is such a powerful mechanic already. You should also look closely at Mos Eisley Spaceport, which I run in my current Han build, as it means that you can replay Holdout Blaster every turn for a shield at essentially no cost in resources or actions; you can also recur DL-44 for its powerful entering play ability whilst gaining Han some shields. Good times. Also worth mentioning is that Han's double resource faces synergise well with the fact that he likes to play lots of cards to get free shields.
At 2 dice, Han does not fit amazingly with any synergistic options other than 1-dice Leia, but there are still plenty of options. If you want to run him in 1-dice mode and simply make more use of his ability then this obviously opens up a lot. However you run Han, I think he is in the top 3 characters in the game and we're going to see a lot of Han decks!
Hired Gun is sort of like a mini-Han in terms of its dice. It costs for damage - on both faces - but it also brings two resource faces on its dice. In an ideal world you're generally looking for the faces early and the powerful damage faces late, but it won't always work out like this, so Hired Gun can be a little bit inconsistent.
What makes this Rodian stand out is his health pool. At 9 health for just 8 cost, he bulks out your total health on the board better than any other non-unique. This is a real selling points, as getting 9 health plus cheap access to yellow combined with good resource generation and a powerful 3 is a lot of potential in a cheap package.
Most of what I said about Ackbar can also be applied to Padme. Her dice is generally pretty weak, but her big 2 can be tremendous, and she does have 10 health which makes her a little more durable than the squid.
If you're running Padme, though, you're doing it for her ability. She is potentially a staple of a mill strategy (a strategy whereby you try to win by running your opponent out of cards - named after a Magic: The Gathering card called Millstone which enabled the same strategy), able to consistently take cards off of your opponent's deck thanks to her double action faces.
As I've said before, I don't think that there is currently enough support for that strategy to really be worth it, and I'm not going to spend much time talking about it, but I'm sure Padme will have her day. Until then, she's probably not going to see much play as there are probably better options if you want access to Yellow and hitting her focus side is too inconsistent to bring her for that reason alone.
***
That's it for our hero roundup! For the next article, we'll be taking a break from the vacuum card-analysis and talking a little bit more about real world deckbuilding and strategy (as has been requested by our readers!)
Don't forget that our Destiny Singles Store is now available online, with shipping available to the whole world, and very reasonable prices!Hopefully if you enjoy these articles you'll consider us for your next Destiny singles purchase.
Thanks and see you soon!
-Ian
Hi Destiny Players!
Following on from my last article on the value of dice in Destiny, today we're going to get into card analysis proper. This article will cover the Villains characters available in Destiny, and I'll be rating the cards on a scale of 1-10, taking into account their costs, their dice, abilities, and where they fit in the 30-point character "puzzle". That last one is an important one, as the value of a character will change as more sets are released, but I think it's important to consider the wider implications when rating a character
Before we do that, let's have a quick preamble about what "average" dice look like on Destiny characters (I meant to do this in the first article but it was getting a bit long!) so that we know what we're comparing!
If you look across the whole spectrum of Destiny characters, you'll see that there is a common pattern amongst the distribution of faces on most dice. Characters almost universally have:
2 / faces
1 blank face
1 face
and then the remaining two faces are generally selected from the remaining symbols (I'm going to call these "filler slots" from now on), with , and being relatively common and or being somewhat less common.
Some characters, however, do sport a third damage face, or a second resource face, and First Order Stormtrooper has a second blank. Some faces will variably include + or a resource cost (generally the highest damage faces, the third damage face, or the second resource).
Most characters have a mix of 1 and 2 values on their sides, with the more expensive characters (or characters that have more inbuilt downsides such as resource costs or pluses) tending towards more 2s. 3s are very rare and generally only appear on higher-cost legendary characters or with a resource cost.
It follows that characters hat deviate from the "norm", whilst not be necessarily "better", are worthy of a little extra attention as to how they can be best used - particularly "support" characters such as Jabba the Hutt, who don't do damage themselves. It's very important to consider this when selecting your characters.
(I'll be linking the titles of each character to swdestinydb.com - click to see the card stats. Also, apologies for some of the low quality images that I've had to scour the internet for!)
Phasma's one big selling point is bestowing Guardian. Guardian is a very strong ability - dice control is amazing in Destiny, and recurring dice control, that doesn't cost you an action, is brilliant. You pay for this somewhat in Phasma's below-average dice; with just a single 2 and an array of 1s, she is not incredible for 11/15 points, though she does have above average health for her cost. I think most peoples' first instinct would be to take the two dice version with a couple of Stormtroopers, but I'd also consider running her at 1 dice with two Tusken Raiders instead - more HP means more Guardian, and access to yellow.
I think Phasma is a character that is primed to be fantastic at some point in the future when she has better options to bring along with her. Right now her Guardian ability can certainly be powerful but she is somewhat lacking in the dice department for me.
First Order Stormtrooper - 8/10
The Stormtrooper does one thing, and does it well; it shoots people (oh, the irony). With no pluses to worry about, a third damage face, and good damage numbers, these little guys are really cool. I don't despair that it has two blanks, as so many characters have poor filler in their 5th slot that I'd rather see the rest of the dice good than have a random 1 discard or similar thrown in here. Plus, this second blank makes Stormy combo incredibly well with Power of the Dark Side for a whopping 5/6 effective damage faces, four of which will deal 2!
In addition to their great dice, 7hp for 7 cost is a very good hp total per point spent. Destiny characters get less hitpoints per point as they get more expensive, so filler non-uniques are a good way to bulk out your hp total.
The final thing that I love about the Stormy is that he fits well into so many 30 point lists. Villains have plenty of unique characters that 14 points of Stormtroopers fit well with, and he is also cheap enough to allow 14 point characters like General Veers to fit a Tusken Raider in for some yellow. That 7 really makes a difference to his playability, and to the flexibility of Villain lineups in general (something that the Hero lineup doesn't have, which we'll get to next article)
Hi Destiny Players!
Today will be the first article in a series in which we will dissect the entirety of the Awakenings Set. Initially I'm going to review all of the characters in the set, but before we do that, let's first get a grounding in the value of different faces of the dice and how we might rate what constitutes a "good" or "bad" dice.
/ : Damage is, generally, king. Barring some edge strategies such as Crime Lord or mill, damage is the way that you are going to win the game, so any time that you resolve a damage result, it is pushing you further towards a win. You can see how important damage is when you look at characters; characters that have high or multiple damage results tend to be expensive in points, or have conditions on the damage (eg they're a +, or have a resource cost).
When evaluating a character, damage results are generally what I would consider the premium faces of their die. Most characters do not have more than two damage faces, and the few that have 3 either have a resource cost tagged on to one of them, or low numbers. Characters such as General Grievous, who currently has the highest total damage faces in the game (2/2/3 with resource), are potentially very powerful. Conversely, characters that contribute little to no damage such as Jabba the Hutt and Admiral Ackbar should be providing something very key to your strategy in order to be considered for a character slot.
: Much like Damage, Shields will contribute to your winning of the game - except they do it indirectly, by stopping you losing. Since most games are a race to see who can kill who first, a point of shields is theoretically equivalent to a point of damage in terms of value. However, whilst shields are very good, there are quite a few reasons why they are not actually damage's raw equal.
Firstly, gaining a shield does not contribute towards getting opponents' dice off the table by killing characters, and does not directly contribute to winning the game. Shield values on dice are almost universally lower than damage values (barring stuff like Diplomatic Immunity) so trying to just out-shield someone will generally be a losing strategy; damage will eventually win out. Shields are capped at 3 per character, whereas damage is not capped, so that double-3 rolling Vader is going to laugh at your double-1-shield result. Opponents always have the option of ignoring your shielded character and going for your lesser shielded character first, diminishing the effect of your shields, and of course there are also cards that deal unblockable damage!
Shields do give us some great options though; cards like Riposte or Qui-Gonn Jinn can turn shields into damage. I rate shields quite highly, and they are generally my preferred "filler" for the none damage/resource slots on most dice.
: Resources are an interesting result when trying to gauge a dice. You want a lot of them early to build a board presence, and they do stay useful throughout the game (depending on how your deck is built), but often after the first couple of turns you're wishing they were something that affected the board instead - damage, focus, special abilities - basically anything but a resource.
Generally, having a resource on a dice is fine. Having multiple is great if you're looking for higher odds of coming out of the gates swinging, or if you are going to rely on your dice for early cash instead of cards such as Enrage or Logistics. Characters like Han Solo that bring both multiple resources and good damage to the table are therefore great for strategies that are looking to get ahead early.
I rate resources somewhere in the middle of faces I'd like to see. They're great early game and get slightly worse as the game goes on, depending on how your deck is built. More than any other face, their value varies with how your deck is constructed.
: Disrupt is a very situational ability. Whilst sometimes it can hamper an opponent's turn heavily, often it's an educated guess as to whether the disruption will be worth using up the dice, and your action, to take resources. I think Disrupt gets exponentially better as it goes up in value, though, so Disrupt 2 is a lot more than two times better than Disrupt 1; leaving your opponent with no resources at all is a lot more impactful as it gives you more certainty around what the opponent cannot do.
The biggest issue with Disrupt is it's tendency to simply be a blank face; particularly in the early turns, resources will be spent as the first actions as people upgrade their heroes, leaving them with no resources for you to take. I don't value Disrupt 1 highly at all, and I think Disrupt 2 (such as is featured on Darth Vader) is only situationally good.
: Discard is my least favourite action. This is mostly because of the game mechanics of Destiny; players generally can't play all cards in their hand in a given turn due to resource restrictions, and even if you randomly hit a card that they did want to play, it likely means they're just going to play something else. Not to mention that unlike most games, a player refills their hand at the end of the turn, so the lack of cards is temporary.
Much like Disrupt, I think that the value of Discard increases exponentially as it gets higher - eg, the 3 found on the Millennium Falcon can take a lot of options away all at once. Discard will certainly have more value in fringe strategies based around it (hi Ackbar!) but I don't think they'll be competitive until future sets when Discard sees more support. Right now I don't rate Discard significantly higher than a blank face, though I am looking forward to someone doing something creative and proving me wrong!
: Focus is a very strong dice effect, that only gets stronger if you have better characters and upgrades with bigger numbers on certain faces. Luke and Vader, the Falcon, AT-ST all become highly scary with Focii around (yes, that's the correct plural) but every dice in the game can benefit from you choosing its result. Ackbar's 2 result is very strong, and you can see his Admiralty shining through in his card design.
Focus does come with a downside, and that downside is a hit to your speed in the race to claim the battlefield. The extra action involved in focusing, especially if you do it multiple times, can easily lose you the claim race alone. I rate focus quite highly, but it requires practice knowing when to use it and when saving the action is important.
: The value of an action varies by card. In some cases it can be easily assessed, such as Lightsaber dealing a slightly-better 2 damage. I won't talk about this one too much right now, since I'll be chatting about it more when I review individual cards.
+ : The plus sign. So simple, so innocuous, and so frustrating to play! If you've played much Destiny at all you'll know that the plus sign is the cause of many facepalm moments as you realise you actually just rolled a blank. Whereas the general consensus on these faces is that they "sometimes don't work", I'd urge a more cautious approach; consider your + sides to be blank with a potential upside.
Dice control is a big thing in Destiny, and as we mentioned earlier, damage faces on dice are always at a premium. Seeing your beautiful Luke + Luke Skywalker's Lightsaber 3+3 turned into a 0 because someone re-rolled or removed your 3 result is painful. Anyone who played Rey at a launch party will already be very aware that she often feels like she isn't even present with her two + sides.
I rate + / sides quite highly as damage is hard to come by, but only if you build your deck around those result (eg, Rey really wants some melee weapons or a second melee character to make sure her +2s fire). I don't rate + faces very highly as resources are generally in even shorter supply than damage and these are therefore often blanks.
Yellow Costs: Whether you are happy with faces that have an attached cost really depends on the effect that you're paying for. Generally, resource costs come with higher damage results such as Grievous or Hired Gun's 3 damage, though there are also odd occurences such as Count Dooku's double discard.
Generally I wouldn't let the resource cost deter me from rating a side highly but you do need to build with it in mind if you choose these characters or cards, and keep your deck cheaper than usual or have more ways to generate income.
*****
Putting that all together, what do we have?
Damage is king, it's the way you generally win the game, and the premium dice face. High damage values or multiple damage values are great.
Resource faces are good and found as a 1-of on most character dice. Whether you want more or not depends on your build, they are rarely useless but often not needed at a given moment.
Shields are also very good, but aren't rated as highly as damage because they can be played around - but they do offer some utility via card effects.
Discard and Disrupt are both only situationally useful. 1-value sides are generally quite weak, but 2+ value sides can be very impactful.
Focus can be very powerful but is very action heavy.
Action faces vary by dice/card.
+ faces should be played with caution and demand some amount of build-around in your deck to ensure that they work often.
Resource-costing faces are generally fine because they tend to be attached to powerful effects but, like + faces, demand building around them to make your resources flow smoothly.
Remember, though, that the value of a given face or resource is always going to vary with what you do with it! If you want to build a deck that relies on stripping the opponent's hand, then the comparative value of your faces is going to go up. If you're focused on getting out big things fast like Crime Lord, AT-STs or the Millenium Falcon, faces are going to be more valuable to you. faces are going to be more valuable to people seeking to exploit specific cards with action faces, or those that have high natural values on their characters. That's the great thing about deckbuilding - what's most important to your deck may be rubbish for someone else's, though you should always bear in mind what's actually achievable with the cards at hand and be realistic (for example, I don't think that Resource Disruption is a viable strategy right now compared to raw damage - there just aren't the cards and dice to support it - but there probably will be in future!).
I hope you enjoyed this article - please check back very soon for our next one, in which I'll be covering Villain cards. if you feel like showing your appreciation, we'd be very thankful for dropping us a quick like on our Facebook page and hitting follow on Twitter! We'd love to hear your comments, thoughts, agreements or disagreements, or even just your feelings about Destiny in general (search them, you know them to be true...) in the comments below.
Cheers
-Ian
PS. Thanks to Paco of http://swdestinydb.com/ for all of his hard work in creating this awesome builder and resource, and for letting me link the cards on his site!