Ammo Belt

By Marshallmanna, in Star Wars: Destiny

Any word on its interaction with Second Chance....

None needed. It's a replacement effect that replaces the discard portion of second chance. It works.

I was hoping the FAQ just released would clarify or change this. I appreciate control being a thing but I believe this particular combo is asking too much of damage decks. Mill decks won't take that long to deck you, and now you have to deal a minimum of 11 damage that must be placed correctly.

29 minutes ago, Striker McBain said:

I was hoping the FAQ just released would clarify or change this. I appreciate control being a thing but I believe this particular combo is asking too much of damage decks.

This combo is not an isse when you have decks that can kill 2 characters within the first 2 turns...

Furthermore:

- It takes 4 slot of your deck (if you put less copies, you won't see it in time)

- It is quite resource-wise intensive (4 resources is nothing to sneeze at, especially in the first 3 turns of a game)

Mill decks won't take that long to deck you, and now you have to deal a minimum of 11 damage that must be placed correctly.

Even the fastest Mill/Discard deck will need at least 4 turns to leave you without cards and 5 turns to win, actually.

Edited by blackholexan
On 5/2/2017 at 6:22 AM, blackholexan said:

This combo is not an isse when you have decks that can kill 2 characters within the first 2 turns...

Furthermore:

- It takes 4 slot of your deck (if you put less copies, you won't see it in time)

- It is quite resource-wise intensive (4 resources is nothing to sneeze at, especially in the first 3 turns of a game)

Even the fastest Mill/Discard deck will need at least 4 turns to leave you without cards and 5 turns to win, actually.

So you saying that card combo forces you to play an aggro deck? well that freaking sux...

Aggro decks force you to play aggro decks. This combo has nothing to do with it. The number of 2 cost damage dealing upgrades and the ability to action cheat damage resolution is why aggro is the only way to go. Until control cards get a similar way to not cost an action window, then cards like Second Chance/Ammo Belt will be nice, neat ideas, but hardly meta-defining.

Keep in mind, Second Chance plus Ammo Belt takes up two upgrade slots so that character has a maximum of three dice. So yes, you double your hit points, but by the time you do that, Jango Fett is already pitching 10 damage per turn from IQA-11 Blaster Rifles and Jetpacks, and even if you're elite Han Solo, you're probably only rolling 2-4 damage per turn.

And, like everyone's already said, it costs 4 resources and there's no guarantee you'll get both cards early enough in the game.

I have a Jango, Veers deck that normally has killed the opponent by turn 3.

Going against a mill deck is the only real threat. Han, Rey will beat me about 27% of the time. Ammo belt on Han with second chance will drastically change that I can bust threw a second chance with ease but the second one will give a hero just enough time to grab victory.

Edited by ozmodon

I think it is combo that is worth hoping it will work. Not something to build your deck around just another tool in the tool box. I would possibly take three slots for the cards but no more. Either one can be used for dice rolling fodder.

27 minutes ago, DJRAZZ said:

I think it is combo that is worth hoping it will work. Not something to build your deck around just another tool in the tool box. I would possibly take three slots for the cards but no more. Either one can be used for dice rolling fodder.

With just 3 slots, the combo is not that reliable in my opinion.

Even in a deck that burns its own deck quickly.

You get both second chance and ammo in your hand nearly at the same time (or ammo at least a turn later) or ammo is a waste of space.