Best openings you've seen

By JoshisJoshingyou, in Star Wars: Destiny

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.

Brutal first round a few weeks ago:

eHan/Leia:

first action -> attach Jetpack to Leia.

second action -> Hit and Run to activate Leia (give Han a shield). Roll 2 Range on Leia, +3 Range on jetpack. Ambush action - deal 5 to Grievous.

holocron on kylo

holocron on kylo

roll 4 specials

swap both holocrons for mind probes and pay both resources to roll into specials, triggering mind probe both times for 5 because my opponent hadn't played any cards yet. instantly killed han, then triggered both kylo specials and randomly drew the falcon both times to instantly kill rey

turn 1, 4 actions, gg

then i woke up

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.

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.

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.

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.

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.

Edited by Spector1331

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

Best start I've gotten,

Playing eLeia/Poe vs Rey/Han

Turn 1, Holdout blaster on Leia, meh rolls on both sides, a few dmg on Poe, and little on Han, I get the battlefield

Turn 2, DH-17 onto Leia, Roll Poe, Opponant Ambush tricks with Holdout blaster and leaves out a pay ranged side. Hit and run to roll Leia,, get +2 on Holdout blaster and a bunch of trash otherwise. Use ambush action for It's a trap, turn all 4 red dice to 2 dmg, throw 10 at rey, kills her.

Turn 3, Draw the other trap, Get 8 on han

After that, Han was down to 1 or 2, and the other guy scooped. He hadn't been getting good rolls, so he hadn't made a ton of progress on my side of the board.

This deck is not that good against melee decks, but if the opponent is at all slower, you can Trap for resources to get out some big league hitters that Poe would normally throw at peoples faces with his special, and win that way.

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.

It's unrealistic you'll even get the disrupt side, it's even more unlikely that your other dice will do anything worthwhile. This opening is offering very little other than stalling for a turn. It's not impressive and it's certainly not consistant.

And if he has a sith holocron, you've accomplished nothing. But yeah, I'm the troll.

Edited by sejestephan

The best opening round I've ever been able to pull off was right after release. We'd been able to get our hands on only limited product, so all of the decks were basically the starters, modified with whatever you could pull of trade for.

I was playing the eKylo/Vader and had been lucky enough to pull a decent number of blue upgrades, including 2x Sith Holocrons. I don't remember the exact round, but it went more or less like this.

I went second, so 2 shields on Kylo

Opening Hand - Sith Holocron x2, Immobilize x2, Mind Probe

Action #1 - Sith Holocron #1 on Kylo

Action #2 - Sith Holocron #2 on Kylo

Action #3 - Roll Kylo, got Specials on both Holocrons, plus a resource and a shield on Kylo's dice

Action #4 - Replace Holocron #1 with Immobilize, pay to roll the die, a shield

Action #5 - Replace Holocron #2 with Immobilize, pay to roll the die, a shield

Action #6 - Sith Holocron #1 on Vader

Action #7 - Sith Holocron #2 on Vader

Action #8 - Roll Vader, get a special on one Holocron and blank on the other, 2 melee damage on Vader

Action #9 - Take the resource from Kylo's die

Action #10 - Take the three shields, 1 on Kylo, 2 on Vader

Action #11 - Use the special to swap the Mind Probe onto Vader, spending the resource to roll the die, getting a special

Action #12 - Holocron back down onto Vader... no more resources to roll the die.

Action #13 - Vader deals 2 damage to Han

Action #14 - Mind Prode deals 4 damage to Han

Pass

My opponent had long ago claimed the battlefield. He basically played a single upgrade and not much else. I ended the round with 5 damage on one of his characters, 5 shields distributed onto mine and 5 upgrades in play. The second round I was able to put down 3 more upgrades. Both of his characters were dead in the third round.

It was basically a perfect draw with perfect rolls. I lost the next 5 games with the same deck. It basically works out that if I draw both Holocrons plus at least two ability upgrades in the opening hand, I'm set. If I don't, the deck is SLOW and EXPENSIVE.

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.

Okay. So you guys have magic powers that always gets you the double disrupt and therefore never wastes your turn.

It's unrealistic you'll even get the disrupt side, it's even more unlikely that your other dice will do anything worthwhile. This opening is offering very little other than stalling for a turn. It's not impressive and it's certainly not consistant.

And if he has a sith holocron, you've accomplished nothing. But yeah, I'm the troll.

It's unrealistic you'll even get the disrupt side,

I'm dogwank at maths, but isn't it just under 1/3 a chance of rolling Hans disrupt side on at least one of your two dice? (I feel like someone once told me that it doesn't become an even 1/3 chance of getting at least 1 result when you roll 2 dice... But I forget why).

That's not unrealistic.

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.

Okay. So you guys have magic powers that always gets you the double disrupt and therefore never wastes your turn.

It's unrealistic you'll even get the disrupt side, it's even more unlikely that your other dice will do anything worthwhile. This opening is offering very little other than stalling for a turn. It's not impressive and it's certainly not consistant.

And if he has a sith holocron, you've accomplished nothing. But yeah, I'm the troll.

It's unrealistic you'll even get the disrupt side,

I'm dogwank at maths, but isn't it just under 1/3 a chance of rolling Hans disrupt side on at least one of your two dice? (I feel like someone once told me that it doesn't become an even 1/3 chance of getting at least 1 result when you roll 2 dice... But I forget why).

That's not unrealistic.

Assuming there is only one facing you're interested in, you have an 11/36 chance (30.55%) of getting at least one of those facings.

Edited by KrisWall

Yes. Deck works wonders when you get it, folds and die when you don't. Thats why I don't like the gamblers opening with houldout turn 1, it's to risky. Better to get down infamous.

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.

Okay. So you guys have magic powers that always gets you the double disrupt and therefore never wastes your turn.

It's unrealistic you'll even get the disrupt side, it's even more unlikely that your other dice will do anything worthwhile. This opening is offering very little other than stalling for a turn. It's not impressive and it's certainly not consistant.

And if he has a sith holocron, you've accomplished nothing. But yeah, I'm the troll.

It's unrealistic you'll even get the disrupt side,

I'm dogwank at maths, but isn't it just under 1/3 a chance of rolling Hans disrupt side on at least one of your two dice? (I feel like someone once told me that it doesn't become an even 1/3 chance of getting at least 1 result when you roll 2 dice... But I forget why).

That's not unrealistic.

Math: (1/6 +1/6+1/36)

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.

Okay. So you guys have magic powers that always gets you the double disrupt and therefore never wastes your turn.

It's unrealistic you'll even get the disrupt side, it's even more unlikely that your other dice will do anything worthwhile. This opening is offering very little other than stalling for a turn. It's not impressive and it's certainly not consistant.

And if he has a sith holocron, you've accomplished nothing. But yeah, I'm the troll.

It's unrealistic you'll even get the disrupt side,

I'm dogwank at maths, but isn't it just under 1/3 a chance of rolling Hans disrupt side on at least one of your two dice? (I feel like someone once told me that it doesn't become an even 1/3 chance of getting at least 1 result when you roll 2 dice... But I forget why).

That's not unrealistic.

You have a 13/36 or 36% chance of getting at least 1 disrupt side, 1/36 or 3% chance of 2 disrupt sides

Math: (1/6 +1/6+1/36)

Incorrect it is 11/36 chance or 30.5% chance and that means you have a 69.5% chance of NOT rolling the result you want.

The best I have seen happened to be one of my games with Veers/jango. My first action was jetpack on Jango, opponent activated eKylo, I activated Jango in response, 7 damage immediately on Kylo turn 1 and Veers had not even activated at that time.

I got a Poe Special and discarded Mind Probe to deal 5 to eGrievous turn 1.

Rolling Rey getting two resources and Black One is fist card played.

Edited by ozmodon

Went up against this opening round the other day:

Opponent: Squad Tactics 4x Stormtrooper, two faces show Resource.

Me: Jedi Robes on Qui-Gon

Opponent: Logistics one of the Resource die

Me: Roll in Qui-Gon (Damage, Shield, Focus)

Opponent: Logistics THE OTHER Resource die

Me: Discard card to reroll the Robe to get Disrupt (deep down knowing I was too late anyway)

Opponent: Pays six Resources to bring in the AT-ST

I wracked my brain for an hour later trying to see how I could have avoided it, but there's just no way I could have slowed his economy. It was just a really lucky opening hand for him, and a really unfortunate start to the game for me.

Edited by Ajones47

Went up against this opening round the other day:

Opponent: Squad Tactics 4x Stormtrooper, two faces show Resource.

Me: Jedi Robes on Qui-Gon

Opponent: Logistics one of the Resource die

Me: Roll in Qui-Gon (Damage, Shield, Focus)

Opponent: Logistics THE OTHER Resource die

Me: Discard card to reroll the Robe to get Disrupt (deep down knowing I was too late anyway)

Opponent: Pays six Resources to bring in the AT-ST

I wracked my brain for an hour later trying to see how I could have avoided it, but there's just no way I could have slowed his economy. It was just a really lucky opening hand for him, and a really unfortunate start to the game for me.

EXTREMELY lucky. Not including the mulligan rules, about 1 in 1370 opening hands will have the cards he needs. That doesn't take into consideration that he then needs to roll two resources and have you NOT use a disrupt before he plays the AT-ST. He'll probably never see that outcome again. Solid opening though.

Last week I played eKylo/eDooku vs Poe/eFinn with the Throne Room. I went second, but rolled up 6 melee plus a blank on Kylo. Then I claimed, turned Kylo's die to special to resolve and pulled an AT-ST. Round 1, dead Poe.

The chances on the dice alone were something on the order of 0.85%, and then I had a lesser chance of grabbing the AT-ST, which I wasn't even sure was in his hand.

Edited by GooeyChewie

so played several games against my brother using my two decks best first turn either of us got went like this got in vader/ejabba got enrage, cunning, ace in the hole, crimelord, hunker down was playing against his ehan/erey who got h.blaster unpredictable, dl 44, hunker down, smuggling

he goes first and h.blaster activates han and deals 2 damage to vader and a resource

I activate vader roll 3 melee damage (he discards hunker down)

he plays unpredictable (han gains a shield) I am now gaining a resource

he then activates rey rolling 3 melee damage and a resource

I play enrage on vader

He resolves 3 melee damage to vader

I play hunker down

he resolves resource

i exhaust hunker down for a shield

he uses smuggling discarding a dl 44 gets a third resource

I activate jabba roll after reroll end up with a resource and a focus

he claims the battlefield (takes back dl 44)

I resolve resources

I play ace in the hole and crimelord rolled the special straight up goodbye han (he refuses to continue the game)

Edited by amrothe

my best opening was with balatik, a holdout blaster and ace in the hole into a thermal detonator vs a quad trooper list, with some good luck he lost 3 troopers and had 2 hp left on the last one by the end of turn one, if i didnt whiff the last trooper i could have turn one'd him.....was obscene

Activate jabba, who is equipped with 2 gaffi sticks and a flamethrower. Re-roll blank to a blank.

Opponent activates rey who has one shield

Reactionary activation of jango, who has 2 jetpacks and cunning

Exhaust infamous

Play ace in the hole, discarding flamethrower

Play fight dirty, pitching all dice to do 11 damage to rey.

Realize you can't just start the game with whatever upgrades you want on your characters.

Cry.