Stone37 3,353 Posted March 3, 2017 Look! It's a thread about PLAY Destiny! So tonight I'm going to play with a group that I'm expecting to play the Luke/Akbar deck. I'm building a deck that is fast and should get the jump on such slower decks. Here's what I'm thinking: eVeers eJango Frozen Wastes Events: 2x Closing the Net 2x Dug In 2x Firepower 2x Leadership 2x Occupation 2x He Doesn't Like You 2x Unpredictable Supports: 2x FO TIE Fighter 2x Speeder Bike Scout 2x Supporting Fire Upgrades: 2x Flame Thrower 1x Commanding Presence 2x F-11D Rifle 2x On the Hunt 1x Thermal Detonator 1x Jetpack 1x Promotion The idea here it to be fast and keep control of the Battlefield. I've got dice manipulation and ways to disrupt my opponent from stockpiling resources to by those 3+ upgrades. What am I missing? What should I change? Thanks for the input! Quote Share this post Link to post Share on other sites
ozmodon 535 Posted March 3, 2017 I would say take out the bikes and Ties. They want to hit hard fast and grab control to do it all again next turn Quote Share this post Link to post Share on other sites
ozmodon 535 Posted March 3, 2017 You want two jet packs too. Keep all cost to no more than 2 . You can always play something that way Quote Share this post Link to post Share on other sites
ozmodon 535 Posted March 3, 2017 Get the flamethrowers out the aren't ranged damage. Add holdout blasters. With out them you'll fall to those who do. 1 Stone37 reacted to this Quote Share this post Link to post Share on other sites
Stone37 3,353 Posted March 3, 2017 5 minutes ago, ozmodon said: I would say take out the bikes and Ties. They want to hit hard fast and grab control to do it all again next turn Replace with more cheap upgrades then? Forget about Veers' ability? 3 minutes ago, ozmodon said: You want two jet packs too. Keep all cost to no more than 2 . You can always play something that way only have 1 Jetpack and am not willing to pay $15-20 for another. Put could maybe get some DH17 Blasters in there... Quote Share this post Link to post Share on other sites
Xindell 493 Posted March 3, 2017 (edited) I agree about the TIEs and Bikes. Support dice having to be rolled on their own slow down your turn and make you more prone to losing control of the battlefield. You don't need to drop it all, but maybe 1 of each. Also, Veers ability is 'meh' if you want to control the battlefield. Too many actions each turn. I don't agree that everything should be 2 cost though, as upgrading upgrades is a thing. Holdout Blasters would definitely be a good add. Edited March 3, 2017 by Xindell 1 Stone37 reacted to this Quote Share this post Link to post Share on other sites
scoddyboy 45 Posted March 3, 2017 Holdout blasters are a must for their ambush ability, plus infamous as a support to give any yellow card you play the ambush keyword. 1 Stone37 reacted to this Quote Share this post Link to post Share on other sites
Stone37 3,353 Posted March 3, 2017 3 minutes ago, Xindell said: I agree about the TIEs and Bikes. Support dice having to be rolled on their own slow down your turn and make you more prone to losing control of the battlefield. You don't need to drop it all, but maybe 1 of each. Also, Veers ability is 'meh' if you want to control the battlefield. Too many actions each turn. I don't agree that everything should be 2 cost though, as upgrading upgrades is a thing. Holdout Blasters would definitely be a good add. Dropping the TIEs. I think the Bikes have a good ability that might be needed. 2x Holdout Blasters added 1 Xindell reacted to this Quote Share this post Link to post Share on other sites
Xindell 493 Posted March 3, 2017 I don't think you need to drop the Flamethrower. None of it's damage sides are + damage, and Jango does have a Melee side too. I feel like Infamous isn't really worth it in this deck. I agree that ambush is great, but it doesn't feel like it does enough in this deck to dedicate a card and a resource to making other cards have ambush. 1 Stone37 reacted to this Quote Share this post Link to post Share on other sites
WonderWAAAGH 7,153 Posted March 3, 2017 (edited) 12 minutes ago, Stone37 said: Replace with more cheap upgrades then? Forget about Veers' ability? only have 1 Jetpack and am not willing to pay $15-20 for another. Put could maybe get some DH17 Blasters in there... Yes, yes, and yes. I've seen Backup Muscle used to great effect in nearly every deck that can support it, and Armed to the Teeth is a nice one-of for when you need to get in that last little bit of damage. Edited March 3, 2017 by WonderWAAAGH 1 Stone37 reacted to this Quote Share this post Link to post Share on other sites
Stone37 3,353 Posted March 3, 2017 Just now, Xindell said: I don't think you need to drop the Flamethrower. None of it's damage sides are + damage, and Jango does have a Melee side too. I feel like Infamous isn't really worth it in this deck. I agree that ambush is great, but it doesn't feel like it does enough in this deck to dedicate a card and a resource to making other cards have ambush. For the moment, Flamethrower is still in. I also agree about Infamous. 1 Xindell reacted to this Quote Share this post Link to post Share on other sites
Stone37 3,353 Posted March 3, 2017 1 minute ago, WonderWAAAGH said: Yes, yes, and yes. Don't ignore the 1 cost upgrades - DH-17, On the Hunt, and Promotion can all squeeze in a little extra damage, let you dig for better upgrades, and are easily replaced to help mitigate the cost of said upgrades. I've seen Backup Muscle used to great effect in nearly every deck that can support it, and Armed to the Teeth is a nice one-of for when you need to get in that last little bit of damage. Originally, I had Backup Muscle in this deck, but was scared it was too slow of a card. Quote Share this post Link to post Share on other sites
WonderWAAAGH 7,153 Posted March 3, 2017 (edited) 3 minutes ago, Stone37 said: Originally, I had Backup Muscle in this deck, but was scared it was too slow of a card. You have Jango to make up for that, but I wouldn't underestimate the value of 3 unblockable damage. That's 'uge. What might slow you down, though, is having to resolve melee damage and ranged damage separately. I'd consider swapping out the Flame Throwers for an IQA or two - use the Promotion or On the Hunts to reduce its cost. Edited March 3, 2017 by WonderWAAAGH 1 Stone37 reacted to this Quote Share this post Link to post Share on other sites
Stone37 3,353 Posted March 3, 2017 New list: eVeers eJago Frozen Wastes Events: 1x Electroshock 2x Unpredictable 2x He Doesn't Like You 2x Occupation 1x Firepower 1x Dug In 2x Closing the Net Support: 2x Speederbike 2x Backup Muscle 1x Supporting Fire Upgrades: 1x Commanding Presence 2x F-11D 2x On the Hunt 1x Thermal Detonator 1x Jetpack 2x Promotion 1x Holdout Blaster 2x Flamethrower 2x IQA=11 **Changes Italicized** Should I drop something to get a second Supporting Fire in there? Quote Share this post Link to post Share on other sites
netherspirit1982 220 Posted March 3, 2017 (edited) Do you have DH-17s Blasters? Edited March 3, 2017 by netherspirit1982 Quote Share this post Link to post Share on other sites
Stone37 3,353 Posted March 3, 2017 3 minutes ago, netherspirit1982 said: Do you have DH-17s Blasters? I thought I had at least one of them, but can't seem to find any in my collection =( Quote Share this post Link to post Share on other sites
ozmodon 535 Posted March 3, 2017 1 hour ago, Stone37 said: Originally, I had Backup Muscle in this deck, but was scared it was too slow of a card. 3 and another 3 with both for a cost of 2 is never a bad choice with backup muscle Quote Share this post Link to post Share on other sites
Amanal 2,557 Posted March 3, 2017 Have you played yet? I think the deck looks like it still needs to be run through it paces because there are cards in there that I am not sure I would have in there: Flamethrower, commanding presence, thermal detonator, supporting fire, I like the tie rather than the bike and occupation. For me, the deck is good, just need to play a few games and watch how the cards go, do you nearly always use this card for a re-roll, or do you never play this card as the situation never comes up. Does the deck have a fast tempo or slow, because that can affect the battlefield choice. DH-17's are hard to get because they are good, don't just look at singles prices to see what cards are being played you also have to look at availability. DH17, Holdout blaster and electroshock are all either very expensive or very hard to find. 1 Stone37 reacted to this Quote Share this post Link to post Share on other sites
scoddyboy 45 Posted March 3, 2017 You could also do with making a firm decision on how you want this deck to play. You say you want a fast deck but have too many cards slowing it down. Flamethrower does a lot of damage but you will have to take an extra turn to resolve that melee damage as opposed to resolving all of your ranged damage in 1 turn. Vehicle's, again, slow the pace of your deck, especially if you intend to use Veers action, as you will spend an action activating vehicle, action to use Veers special action, and finally an action to resolve the die. Anything with ambush speeds you up so much you could have killed of a character before they resolve one of its die. Quote Share this post Link to post Share on other sites
Stone37 3,353 Posted March 3, 2017 35 minutes ago, Amanal said: Have you played yet? I think the deck looks like it still needs to be run through it paces because there are cards in there that I am not sure I would have in there: Flamethrower, commanding presence, thermal detonator, supporting fire, I like the tie rather than the bike and occupation. For me, the deck is good, just need to play a few games and watch how the cards go, do you nearly always use this card for a re-roll, or do you never play this card as the situation never comes up. Does the deck have a fast tempo or slow, because that can affect the battlefield choice. DH-17's are hard to get because they are good, don't just look at singles prices to see what cards are being played you also have to look at availability. DH17, Holdout blaster and electroshock are all either very expensive or very hard to find. Haven't played yet. Games start in about 2 hours. I'll be sure to let the forum know how it went. I'd love to change out a few cards, but I'm doing the best with what I have. I like the Bike over the TIE because it removes a die from play and then gives an extra action (special). I'm hoping I get a Bike out before a character goes down. It will keep the damage coming. I too am worried about Flamethrower, but hoping it will bring solid late game damage. Quote Share this post Link to post Share on other sites
Abyss 376 Posted March 4, 2017 Your events could do with some changes, depending on what you've got available. Consider: Electroshock, Armed to the Teeth, Disarm, Fight Dirty, Logistics, Tactical Mastery. These all help increase your damage or mitigate your opponent's options without costing too much. Cuts: Closing the Net, Firepower, Occupation, Leadership. Closing the Net is hard to justify for it's cost. Firepower is the same, and without TIEs it's even worse. Occupation is often going to be dead, or you break even. Leadership, people will usually focus Jango anyway, so feels like this is putting all your eggs in one basket. Quote Share this post Link to post Share on other sites
Stone37 3,353 Posted March 4, 2017 26 minutes ago, Abyss said: Your events could do with some changes, depending on what you've got available. Consider: Electroshock, Armed to the Teeth, Disarm, Fight Dirty, Logistics, Tactical Mastery. These all help increase your damage or mitigate your opponent's options without costing too much. Cuts: Closing the Net, Firepower, Occupation, Leadership. Closing the Net is hard to justify for it's cost. Firepower is the same, and without TIEs it's even worse. Occupation is often going to be dead, or you break even. Leadership, people will usually focus Jango anyway, so feels like this is putting all your eggs in one basket. Check out my updated list. I made many of these changes. First game is in about 20 minutes. I'll report back late tonight or tomorrow. Quote Share this post Link to post Share on other sites
Stone37 3,353 Posted March 4, 2017 So I went 2-2. I would scratch a few cards from this list: Commanding Presence, Occupation, Thermal Detonator, Closing The Net, and Support Fire. Never played the Speeder Bikes either. More tomorrow... Quote Share this post Link to post Share on other sites
Amanal 2,557 Posted March 4, 2017 16 hours ago, Stone37 said: Should I drop something to get a second Supporting Fire in there? No, it just slows everything down and if you are going to spend 2 put something down that can do more. Cards I think are worth a look at, scramble, disarm and the DH-17 (the 1 point blaster). Logistics and Tactical Mastery is also 2 choices that Abyss recommends and I could echo their usefulness. I also think dodge is worth a think if your meta is mainly gun decks. 1 Stone37 reacted to this Quote Share this post Link to post Share on other sites
Stone37 3,353 Posted March 4, 2017 So I've removed: Commanding Presence, Thermal Detonator, Speeder Bike Scout (2), Firepower, Closing the Net (2), Supporting Fire, and Occupation (2). I'd like to replace Flame Thrower with the DH-17, I just don't have them. I'd also love to throw in a second Holdout Blaster if I had it. With the cards I have here is the new list: eVeers eJango Frozen Wastes 1x Electroshock 2x Dug In 2x He Doesn't Like You 2x Unpredictable 2x Scramble 2x Logistics (I Would replace these with 1x Holdout Blaster and 1x Electroshock) 2x Tactical Mastery Supports 2x Backup Muscle Upgrades 2x Promotion 2x F-11D Rifle 2x IQA-11 1x Jetpack 1x Holdout Blaster 2x Flame Thrower (I would replace these with 2x DH-17) 2x On the Hunt Quote Share this post Link to post Share on other sites