Deck Building Strategies?

By jbsprague85, in Star Wars: Destiny

I'm looking through the card list for the initial set and what we know so far, and I'm curious to see what kind of depth the initial card pool will provide in terms of various archetypes that can come out. As an ex-Magic player, there was such a clear design between the 5 colors. I'm excited to see the depth emerge as I continue to try and mix and match the card pool.

Based on the card list, it looks like there will be about 20 to 25 different character cards to build the deck from. That's loads of combinations when you only have a couple of characters to play per deck. I'm a little disappointed that running out of cards ends in defeat, especially when you only have 30 card decks, but maybe it won't be too big of a deal when resources come from the dice and earned resource tokens each round that carry over (unlike lands from Magic, which filled at least a third of the deck).

So some initial strategies:

- Control, using cards that force discarding cards, resources, inactivating rolled dice, or resetting dice altogether

- Power, primarily centered around dice with large attack values and other "non-dice" cards that boost attack or remove shields

- Turtle, building up a ton of shield tokens and playing the slow game (I would think this is most susceptible to running out of cards).

Anyone else have any thoughts based on the cards that have been spoiled so far?

As a rule, cohesive denial strategies are just not really done in opening sets of things. Ussually you can see some ideas and hints for these kinds of decks in the initial pool, but it normally takes three or four sets to get enough card pool to get that angle sharp enough to stuff other strategies reliably. I think you are going to have two basic plans in play initally: The low cost rush that tries to burn through as many cards as it can and bury the opponent in card advantage OR the maximum Dice deck, where you are working to get a few super efficient dice in play, and manipulate those dice to maximum effect.

I think the fact that you can burn cards for a re-roll is going to affect deck building quite profoundly. One of the more useful abilities on Magic cards used to be Cycling, which let you pay to ditch a card for a new one. this re-roll is a similar mechanic except you get a benefit instead of pay a cost for the privelidge. You may see some very successful decks that have utterly unreasonable cost curves, simply because any hand is usable in some fashion.