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alleyman

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Everything posted by alleyman

  1. without looking at other Deck Builds online, you need more upgrade dice. Agro decks rely on Guns, Lots of Guns. You are going to want Hold Out Blaster x2 and (albeit not a gun, Jetpack x2). First Order TIE, IMO, is horrible without the 'firepower' event, and I'm not sure you will ever be able to afford AT-ST in this deck without 'drudge work'. A better support would be 'Black Market', where you can fish for cards and play them at a discount. I would also run 2x backup muscle. I don't believe block is as important as dodge here, as usually you do not see melee damage stacking up like the ranged damage does in Jango/Veers. And usually, you can control the melee dice easier, because there is generally less of them compared to ranged dice. You are also going to want to run 'Flank', since you are running three characters. It is one of the best removal cards in the game. I would also run one 'Endless Ranks'. That card can be a game winner in many situations. Also, Confiscation is a sneaky card that can deal with holocron for free, for a turn. just wait until the opponent activates all their characters and play it. TL:DR: You are on the right track, but you need more upgrade dice, cheaper supports, and better removal.
  2. What about: During the setup phase, place a character token on this character. Before this character would be defeated, you may remove a character token from this character to heal 6 damage from this character. Remove 1 character dice from this card. After an opponent's character is defeated, you may remove a character token from this character to ready it. It's thematic, and it makes the ability not as good as second chance...since the ability is built into the character. I think 17 health is too strong, but if you cut his dice in half, that extra half-life (heh), would be reduced effectiveness at least.
  3. Sarlaac Pit Monster Unique Yellow NEUTRAL 8 HP 1 Melee 2 Melee / 1 R 1 Discard 2 Discard Special Blank Flavor Text: BUUUUURP! Special: Capture an opponents character Die for the rest of this Round, and place it on this card. It cannot be rolled. When this character is Refreshed, return Die to owner. 12/15 points
  4. But what about the blank's? You cannot resolve blank sides, so are they stuck in the pool?
  5. In Orlando, 3 character teams are very popular, with eRey/padawan/padawan seeing a LOT of play. I played my Vader\Raider deck yesterday at a store I had not previously played at, and I went 1-2, with my one win against grievious/bala-tik. my 2 losses were close games. By the time I chewed through 2 characters, my opponents were able to defeat Vader, basically giving them the game. There were some other 3 character combos there as well, including padme\rey\rebel trooper...but mostly padawan builds.
  6. I recently added outpost to my jango/veers build as a cheaper speeder scout (as I run frozen wastes battlefield), with concerns to the speeder bike's special ability. true, I don't get the extra action...but it is more cost effective and I like the die sides.. (getting to turn to 2 resource disrupt is really handy when this deck doesn't have much resource deprivation) so I'm running 1x TIE fighter, x2 Outpost's, and x1 AT-ST (which I might cut).
  7. In my opinion, I really think Destiny does not need a draft format. Never have I thought while playing/deckbuilding I would want to draft this game, especially if you have to break some rules to allow it to happen. I am really enjoying constructed play, and don't see the need to stray from that. the next format I want to try is 2 vs 2 free for all. 3 player free-for-all is just okay in my opinion (having played 2 games of it. I think team games could be quite fun and allow for some interesting deck combo's.
  8. TIE's are a great counter to Han/Rey and qui-gonn decks Any deck that uses shields. I've even seen people run shields with Jangobeers b/c of Hunker Down/Jetpack. ~D indeed, I run hunker down in my jango/veers deck. its super potent against other military decks. Also, for me, I need to have a really good reason to not include hunker down in any deck that it technically can be inserted into. its such a good card that if you play it right, you can get a minimum of 2 shields for 0 cost.
  9. You resolve the special to turn another die not showing damage . Does not work on itself.
  10. I'm excited about Thrawn, Yoda, Palpatine, Lando, Wedge, and even Jar-Jar(for trolling purposes)... the designers seem to have a really good understanding of the star wars universe and the perception of it, so if they DO make a Jar-Jar card...I'm sure its going to be hilarious. would not be upset though if they never make him a character. Also...a sarlaac pit battlefield would be awesome. Not sure what ability it would have. maybe...Claim: opponent draws one less card at the end of the turn, to a minimum of 3. that claim ability may be suited for another location..*shrugs*
  11. I hope they do a Grand Admiral Thrawn! Thrawn is already confirmed in set # 3 :lol:
  12. Cunning, just like any other Upgrade - ability, is a die and can be controlled with dice manipulation like any other die. If you consistently have issues with that card, you might consider running more control, or as someone else said, target their yellow character first . Cunning is a great card, but certainly not OP IMHO. Usually in decks with AT-ST, you are trying to Run n' Gun as much as possible and not control the flow of play, so its the risk you take. Also, I do agree with you that AT-ST has its drawbacks, which is why I use it very sparingly. I only run 1 in my jango/Veers deck and I might still cut it entirely because of the steep cost.
  13. TIE's are a great counter to Han/Rey and qui-gonn decks
  14. yeah, I'd like to see a 1 cost support to have action: exhaust this support to reduce the cost of one of your vehicles by 1. It comes into play exhausted. I am curious as to why it would come into play exhausted? It wouldn't make your current turn any better. If you had a 5 cost vehicle in your hand you only have 4 resource available you pay one for the support card and then exhaust it you would still only be able to play a 4 cost vehicle. I could see if it was 1 cost for a 2 reduction that could come into play exhausted. Also if a card like that was made should it be unique? I would like to see something similar to Backup muscle possibly something called "Jawa Trader" or something where it has 2-3 resources on it and you can exhaust it to gain a resource when there are no more resources on the card it leaves play. I really feel that this game is so diverse that we could see a couple cards that compliment each deck right now and be able to make a full set without even delving into new decks yet. The sky is the limit for this game. you are probably right, I was thinking on a whim. I thought a card to reduce the cost of vehicles could be really powerful, and maybe the card needed something to tone down the power level, since on future turns, you could get multiple vehicles out at a cheaper cost. I kinda like the reduction by 2 resources and the vehicle is exhausted for the turn for 1 resource cost...but that still might be too OP. I like your Jawa trader idea though. I never liked 'play the odds' much.
  15. yeah, I'd like to see a 1 cost support to have action: exhaust this support to reduce the cost of one of your vehicles by 1. It comes into play exhausted.
  16. Yeah, I have not yet faced a Poe/Finn deck, probably because of availability, but I would be too afraid to play it myself because there are a lot of people running Kylo decks. Also, the falcon and at-st are so expensive. It's easy to detect when a player is saving up for it, and you can save a few cards to deal with the die once it is in play, or try to roll resource disrupt to prevent them from getting it to the table. with my general Veers deck, I only run two tie fighters, because they are relatively cheap, even though I don't think it is a good card. But with Veers ability and firepower, the TIE's can be made good, and I don't have to worry about saving up 6 resources, slowing my play down. An at-st, while game changing, has just as much a chance of being controlled into oblivion as it is a game winner, because it is a obvious target and it can be controlled like any other die can. I'd rather use those 6 resources on other controlling events and upgrades, since jango/veers is not as fast as other agro decks like evader/raider and eGrievous/(any villain char).
  17. I like the idea, I would probably make the point limit 21 points, that way elite Vader is possible, if you manage to get that lucky. Starter decks are probably a good way to make sure everyone gets a decent pool of cards aside from the boosters, to fill out the deck, and to prevent getting character screwed. I would make it BYOD though, the starters are still in limited supply. I also think going back to a 20 card deck is a smart idea for sealed...and if a draft format is possible, would almost be required.
  18. Played my ackbar and padme mill deck 2 twice today. Lost once to han/elite leia, and won against elite Kylo, stormtrooper x2. The han/leia game, I lost the battlefield but managed to get the opponent down to just his hand, but he edged me out on damage after I misplayed my strategic position too early, taking out 2 dice, when his next action rerolled and hit for 8 damage, crippling padme for the final turn. I was able to play survival gear and hunker down early to stave off his attacks, but he was able to control my detonator so it was useless. Also, I did not see hyperspace jump the entire game..both copies were in my last 10 cards. The second game wasn't even close. I won the battlefield, and I had outpost out turn one, and cunning turn two. I activated the battlefield multiple times in a turn l, and milled him out turn 4 or 5.
  19. To a degree. Again, I'd rather run double Ackbar and Padme and have 4 dice that can be more devastating, controlling the dice. Cunning, Outpost, and Command Center combos are going to nab you 2 cards for every dice, rather than just 1. Now you're correct, you have to have the Specials rolled, etc compared to just having WHATEVER die result you want with Patience, but again, I'd rather have my dice to play with, then just remove them all and sit there and take a beating. Sure you mill me for 6, but I get my Crime Lord off. Now that characters gone after this turn. But if I'd have kept my dice, I might have been able to "Negotiate" or something else. I don't like removing my own die for that reason. Each their own play-style though and again, it is a really good card. I just don't want to run a blue character, just for that one card. Sucks if you never draw it until late game and by then, and you possibly won't survive. And what happens if it gets discarded anyways against another mill deck? Oh well... ~D the possibility, of using commando raid with ackbar, and hitting either focus or mill with padme 1st turn to hit all 4-5 cards in hand could be really crippling..
  20. True enough, but this loses a lot of focus. Launch Bay is certainly great, but it's a VERY expensive card to throw into a deck that's probably already holding on by its fingernails. For sure. Expensive cards require some resource commitmet. I run one falcon and one launch bay. The falcon is a more consistent launch bay. Usually only get one out. I do the same. It's rare to see both hit the table. I actually prefer Launch Bay. I only have the one, but if I get a second, I might replace the Falcon. Having the X = 5 at the start of each round is quite good. If you roll that Discard facing and your opponent doesn't burn some dice manipulation, their hand is gone. Pretty much any facing other than Disrupt is worthwhile. What I really like about the falcon is its special more so than the 3 discard...which is still awesome. to be able to play any yellow event for free from the discard pile is super strong, especially when cards like negotiate and hyperspace jump are in the discard pile! I find that 'don't get cocky' and launch bay are two cards that synergize great together, making it easier to hit the die side with 5 cards in your hand. I'm trying to find a way to add some weapons in the ackbar and padme deck, to make the deck more threatening and force the opponents to make decisions not focused on damage. if I roll the thermal detonator's special, I feel like I have to activate it, as a bluff, to threaten the opponents characters and sacrifice the 2 mill sides. With Ackbar, and 2x datapad's in my deck, I'm trying to hit one of my datapad's and one of the 2x falcons or 1x launch bay in my deck first turn. And with some good rolling, be able to drop one of them turn 2. I try to save resources while I can, overwriting cheap upgrades like scout and infiltrate, to get the big cards out as well. I think the only way to attempt to get to tier 1 with Mill is to 'pretend' that the deck is not trying to mill the opponent, by trying to actually kill a character off, and when you do, you slow the opponent down enough to where you can ramp into your mill mechanics. However, against yellow blue control decks, the bluff is not needed as much because the damage output is slower.
  21. Ok, so decks needs to be created to use discarding as a control effect, rather than a win condition. So for example you run decks like qui-gon/padme, or jabba/vader, or ackbar/luke...etc. basically a character that packs a punch coupled with a character that can reduce the options the opponent has by discarding their hand. I kind of agree if that if the game just boiled down to who has the pointest sticks, deckbuilding would get stale after a while. I think milling the hand of your opponent could counter some agro decks to prevent them from getting to the breaking point so quickly.
  22. I run x2 in my deck, think I mentioned it above
  23. The more I lose to aggro, the more I am realizing the fact that you have to threaten their characters enough to make them make decisions that are not focused on dealing damage. You make a great point. I'm still not sure what direction I want to go with it. local meta has a lot of grievous, vader, and even luke. I think that I just need to alter my play style with the deck that I have and see if it works. currently have elite ackbar and elite padme, but can quickly switch it to Kriswall's setup.
  24. Yes, I like this setup much better than eRey because Ackbar has a discard side, and more health than the Rebel Trooper. I don't like Thermal Detonator or Launch Bay for this deck, and I only run one Cunning. I do run two copies of the Falcon though. I only run one launch bay, but I am considering taking out thermal detonator for something else, since most of the time the special is useless, and my characters usually are trying to roll into the discard sides. Plus ackbar and commando raid is great.
  25. I have since included infiltrate and negotiate to mitigate a lot of this. I have only had limited testing so far, so I haven't seen them work their magic yet.
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