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Posts posted by Spector1331
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There is a 2 player FFG Destiny playmat. I expect to see 1 player ones as prizes at nationals/worlds and possibly store champs/regionals. Would be consistent with what they did for other card games.
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This is from page 4 of the tournament regulations guide:
Players may use only official Star Wars: Destiny components in tournament play, with the following exceptions for third-party replacements:
• Tokens that do not obscure card information
Determining the legality of any questionable third-party tokens is the marshal’s responsibility. Proxies of cards are not allowed unless used under the rules of Lost and Damaged Components on page 4.
So that pretty much says no to player made cards at any tournament. I expect to know what I'm looking at with a glance during a tournament, these are timed games.
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You could also just roll the dice in a more controlled fashion?
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Also the only alt-art cards that are tournament legal are those which FFG puts out.
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For all the people complaining about the card pool size, you do realize 2 things:
1. The game has been out for 7 weeks approximately.
2. There is an expansion due out in Q2 17.
Now on that being said I think the balance in Awakenings is fantastic aside from 1-2 cards (Jango/Holocron).
Finally this is a collectible game. With that comes higher prices for money cards (Vader/Force Choke/Han). That's how things go. People routinely shell out $$$ for new magic decks every few months. This is no different.
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So I've not had a problem with this sleeve combo:
For non characters/battlefields I use the Dragon Shield Perfect Fit Smoke inner sleeves with Dragon Shield Red Matte Sleeves. Star Wars is not visable.
For characters and battlefields I use Dragon Shield Perfect Fit Clear inner sleeves with Dragon Shield Clear Matte sleeves. Since it doesn't matter if you know characters are promos or not.
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The Smuggler's Den is Tiny Grimes' podcast for Destiny. It's a very good listen. He also does a video version of his podcast on YouTube.
heychadwick reacted to this -
Eh, Jedi Robes, BB8, Rey's Staff, TIE fighter, immobilize are all in fairly large supply in my extras collection.
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As people have stated, you can indeed guardian a modifier side (it is the correct play at times). Modifier sides show damage. That is the only criteria for guardian. You can also guardian a pay a resource for damage side as again you are not resolving it, you are removing the die and taking damage equal to the numerical value shown in the face.
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Control on control can take awhile.
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Sounds elementary but kill Jango. If Han/Rey is going first and has Ambush upgrades for Rey to combo into (not outside the realm of possibility) they will be able to shoot first before Jango/Veers. Starship Graveyard means this combo can continue indefinitely. One or two upgrades on Han means Jango is a god roll away from being dead. And if you've been playing with Jango then you know god rolls happen.
I'm not saying Jango/Veers cannot win this matchup (it can). But the Han/Rey deck is the faster of the 2 potentially.
Bayushi Sezaru and TrenchRunner reacted to this -
He's talking about the former Warhammer 40k Conquest LCG at Gencon 2015. Guy who initially won the event would draw 3 cards every time he felt he was in a bad spot. When he was winning he would play straight. No one caught it until the stream was posted. He got iirc a 7 year ban from all FFG events.
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Except then people just stall to avoid losing. There is no perfect system.
KryatDragon reacted to this -
I disagree... Okay? So he got rid of your resources, but has likely little to no damage done because he just spent two resources and Han's dice effectively skipping the first turn. Rey likely does little/no damage with he range/melee mix and my charcters can roll and do a few damage and then try again next turn when you can't pull off the combo.
Sorry but if you cannot see the game state advantage that opening gives, you really need to reevaluate what you consider "advantage" and try it for yourself.The best opening I've seen is eRey/eHan. Holdout blaster on Rey. Trigger Rey to activate Han. Ambush to spend the 1/3 chance you have of rolling 2 disrupt on Han.
Starting the game with zero resources vs this opening was brutal.
It's a horrible opening move. You're set up to not deal any damage if you roll the payed 3 sides. I can't tell you how many games I've lost all momento from rolling crap on Han and having spendt all my cash and having no way of laying down the pain.
The correct turn one play with Han/Rey is either infamous, infiltrate OR roll both characters and go for a Falcon turn 1.
Your opponent now has zero economy on their first turn. They are limited to playing zero cost cards, which they most likely will not. They cannot play an upgrade (except holocron). The only recourse they would have is to just roll their characters dice.
You have effectively negated their early development and advanced your own. I fail to see how that line is not an optimal, if not the best eHan/eRey opening when going first.
All you have to do is make sure they don't Mos Eisley the blaster back and you are in business Turn 2. It's not an advantage if you can't do anything of value afterwards.
The other openers that have been listed are much worse IMO.
Now, as a play midway through the game when you have other outlets to push for damage, sure, this can be a annoying swing if your opponent is already light on resources.
Except Han/Rey is going first in this scenario, which means Starship Graveyard. Which means Holdout blaster cycling.
Also you still have 1 Han due and the 3 dice on Rey to work with at this point.
I'm giving myself more dice long term while preventing your options. Not seeing how this isn't just an extremely strong play.
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If you want to cut or shuffle your opponents deck the choice is yours. I can't say I don't want you to cut and not offer. Some people don't like cutting. Typically I don't.Optional deck cutting. No transparent sleeves, no note-taking, no draws. Bad rules are bad.
FFG doesn't allow transparent sleeves due to promos sometimes having a slightly different appearance than normal cards. Also this helps ceate a uniform card back. If I recall this is fairly standard for most games. Why are we complaining over this part?
FFG has never allowed note taking in their card games.
FFG has been getting away from draws in card games for awhile now (last 6 months to a year).
I'm not sure why there is an issue with any of things you listed.
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Going to have to agree with Winter Soldier. The opening turn holdout blaster into 2 disrupt is brutal. If the other Han die rolls the 3 damage side, roll out rey and try to fish for resources. This might be the strongest opening there is. It also will just tilt your opponent, especially if done multiple turns in a row.
Edit: Well he did suggest infiltrate was a good play. I'm going to suggest we don't feed the trolls.
Bayushi Sezaru and Jut reacted to this -
If you're referring to the unique identification method on page 4, they just mean when making a deck list don't write "Lightsaber" instead of "Kyle Ren's Lightsaber" since that card exists elsewhere.
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Everyone's thoughts on the round times specifically. 35 for swiss might be a little tight, especially for non Aggro decks.
I love the best of 3, but winning that first game will be very important in the single elim (90 min rounds).
I'm curious to see if the 35 min time limit on Swiss will get revisited. That is a punishing pace for control/mill to have to play at.
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The problem with Leia/eHan is you cannot cheat in Han's dice and god roll hunt like you can with Rey/Han. You have to play fair, which gives your opponent a chance to counter.
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First off no one is saying Grevious/Dooku is good. It's actually mediocre at best. Grevious, while he hits hard, cannot cheat his damage in and tends to die quickly.
Veers/Jango is fine. It's aggressive. It will beat a lot of midrange decks and it can out pace a few control decks. However I do not believe it will beat a good 2 character deck that can put out damage quickly and isn't as glassy. Most of the time it will lose to a good Rey/Han deck. It's the slower deck (Rey/Han can out aggro you). Vader/Raider also will give it a hard time. Ackbar/Luke might also.
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Basically Trooper/Dooku/Jango runs ranged upgrades for Jango/Trooper and force powers with holocron for Dooku. No lightsabers in my version. Then you pack it full of control cards. The best of all 3 colors. Also Dooku with hunker down, personal escort and hidden in shadows....well good luck killing him. If he gets ignored you still put personal escort on him then load him up with holocrons that turn into choke and throw and mind probe. It's aggro-control at its finest.
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Swdestinydb will list them in numerical order.
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I would be surprised to see characters less than 7 points come out.

Alt-Art Cards
in Star Wars: Destiny
Posted
Honestly for a casual game if your opponent is okay with it, that's between you.
For a tournament where I'm paying to play and round times can be tight, I expect you to play with the cards that FFG says are legal.