Was wondering when someone would post this here...Anyway, thoughts:
Weapons Cache: If you've got enough weapons, you've got a good chance of essentially getting your money back that turn, or what you wanted to play the weapons for anyway (i.e. damage). Main issue I think will be having enough weapons to actually take advantage of it consistently.
EMP Grenades: The dice is kind of all over the place. The ability is a silver bullet, but probably won't see much play unless a vehicle/droid becomes really broken. I guess maybe Unkar likes it for two 2 value sides.
Lightsaber Training: Good effect, but likely too situational. You've got to have two upgrades, and they've got to be weapons, and they've got to not have rolled damage anyway...And the opponent still gets a chance to control them after you play it anyway.
Drop your Weapons: One for those Red decks running at least two Red characters, going fast enough to use this before the opponent can activate a character, with a good enough economy to afford it, and not just running the stupidly good Imperial Inspection instead. And that only plays decks that use weapons. Way too many restrictions on this one.
Magnaguard: People seem to be rating it, I think it's pretty bad. 8 Health for 9 cost is the wrong way around, the dice is actually really bad (I'd say the Stormtrooper may well be better in general) and the ability is only relevant some of the time. There's some janky stuff you can do with it, but it mostly involves the opponent killing it first, and I don't see much reason they would.
Jedi Instructor: Interesting ability, but the dice is too unfocused and too low value to justify it. Would have been much better doing a couple of things well rather than a bunch of things poorly. And seems to be a bit of a joke with the Jedi Acolyte (these guys could have worked well together, if only we could master time travel and fix the Acolyte). At least she's not paying a health tax, so might see some play on the back of that.
Commandeer: Amazing effect if you're copying that 4-5 cost support dice. But of course, it's completely useless in every other match up, so won't see play unless vehicles become SUPER meta (I'm 99.9% sure they won't).
Imperial Academy: Sure, okay. Support decks generally won't be claiming against anything but the slowest of decks, so at least this probably doesn't do much for your opponent unless they are also running supports. And being able to reroll each one is pretty good. Probably this set's Mos Eisley for support decks, the battlefield you play because it doesn't generally hurt you, not because you really think you'll be using it.
Trickery: Heh. No. Absolute garbage. Are FFG holding a 'worst card in the game' contest or something?
Definitely going to test weapons cache in Jyn/Commando. I'm already running 8 guns, so this basically reduces them all to 0 and 1. Sounds good to me!
I read Lightsaber Training as "turn 2 of your dice..." I almost had a heart attack, then I saw the "weapon" part and it turned out just to be gas. Oh well.
Instructor and Magnaguatd may see play, but not by me.
And yes, Commandeer and Drop your weapon so are way to situational. Unless they have an AT-AT with 6/6/4/4/-/- that's neutral/neutral for 3. I don't think anyone cares.
unless some genius finds a card interaction I'll never be able to fathom, Trickery looks terrible definitely the winner of that worst card contest for sure
Vader plus Magnagaurd with 2 leadership and 2 Price of Failure can be a thing.
Also opens up Vader to getting the Baton in the deck.
Ah, forgot about PoF. Still who would focus down the guard first, though?
Isnt Leadership a unique red char?
Leadership does require the Red character to be unique, so that part doesn't work. But you can use cards like The Best Defense and Cannon Fodder to shunt damage to the MagnaGuard. Then the turn all that becomes enough to kill him, sacrifice him with The Price of Failure and resurrect him with an Endless Ranks (preferably on Premonitions).
These types of tricks are nice to think about, but the main thing you get by running MagnaGuard with Vader is access to red cards. Riot Baton is nice, and I suspect we may get both Phasma's staff and the MagnaGuard's own staff as Red Melee weapons. I'll at least give it a try.
I will say I find it interesting that by the third set Vader (Sith Lord) got a 9-cost Melee-based non-unique partner in each color. I wish Luke could have been so lucky.
All the mediocre!
From a lot of the responses that I've read, it seems like most people are pretty meh about this set so far. Maybe we are just spoiled coming off of SOR.
you forgot one OP:
A few more popped up on Reddit... Love the Electrostaff, best upgrade reveal so far IMO.
Edited by PiscettiosPoor blue heroes, I feel so sorry for them they are getting the worst cards. At Peace, Training Remote, now coordination and even the non-unique is underwhelming, and with that ladies and gentlemen ALL of the Blue hero dice cards have been revealed, there is nothing else coming to save them.
53 minutes ago, tunewalker said:Poor blue heroes, I feel so sorry for them they are getting the worst cards. At Peace, Training Remote, now coordination and even the non-unique is underwhelming, and with that ladies and gentlemen ALL of the Blue hero dice cards have been revealed, there is nothing else coming to save them.
In fairness, both Kanan and Ahsoka are legitimately strong and well costed. I don't think there's been a blue dice card (or any card really) that's been spoiled for hero or villain that will be particularly impactful outside of those two either.
From The Hyperloops:
These actually look decent.
Weapons Cache is useful in any aggro deck that has yellow in it. EMP Grenade is going right into my eJyn-Maz mill deck as it provides more attacking of the opposing hand. Magnaguard really comes into its own on the turn it has been beaten down a bit. Then it is a meat (or should I say metal) sack. Just slap Personal Escort on it or have it with Phasma (remember it is non-unique) and a single Magnaguard can literally soak all damage inflicted because it does not defeat until the round ends. Jedi instructor is worth the low cost as Hero overall lacks lower cost characters - the ability is ok and to be honest if the die were more consistent would be a bit OP.
Main Plaza seems dangerous to me. The deck i have now claims the battlefield early but loses its momentum late game when this battlefield become deadly. Not a good fit for me. But that's just me. Of course that assumes that you wait till the last claim of the game, you could trigger the second part of the reaction and only deal one or two damage at a time to keep the risk down.
4 hours ago, RJM said:In fairness, both Kanan and Ahsoka are legitimately strong and well costed. I don't think there's been a blue dice card (or any card really) that's been spoiled for hero or villain that will be particularly impactful outside of those two either.
I think Grand Inquisitor will combo very well with the Seventh sister AND I actually like the grand inquisitors lightsaber with that combo the Seeker droids become stronger, I will grant you I just named a bunch of legendaries but the seeker isnt. That said Quinlon is also a pretty fairly costed and solid Villain character that makes both Dooku and Ventress a little better AND you seem to still be forgetting Vader's TIE which looks potentially bonkers so I just named every single Blue Villain dice card and they all have their own place. I will grant you Ahsoka, and I will grant you Master of the Council, but while Kanan's dice look alright he is competing with Rey in that spot and he isnt always winning that competition, and now ALL of the Blue dice for Heroes has been revealed I cant say where I take a Instructor over a padawan, hard pressed to use Kanan instead of Rey Windu is good, Master of the council is good Ahsoka is good, Training remote and coordination are just pure hot garbage which is kind of what Hero is used to getting lately (see Force heal).
This set just further convinces me that blue is the best! I don't think I'll play a non-blue deck for the foreseeable future (especially if you include Thrawn )
With what i see they make heroes decks and cards more orientated towards mill decks
I guess there maybe third turn total bust on enemies deck.
And villain decks are all going for mass damage.
I've seen a Hound's Tooth support and now the mortar gun. Thinking Bossk is likely one of the yellow villains.
Edited by gokubbI'm loving the art in Destiny! It may be recycled amongst various games/RPGs but it is just plain great. Gets me excited for the new cards.
1 hour ago, VytautasP said:With what i see they make heroes decks and cards more orientated towards mill decks I guess there maybe third turn total bust on enemies deck.
And villain decks are all going for mass damage.
Gotta agree in part, as my eJyn-Maz deck is a mill deck and has proven VERY effective.
https://www.fantasyflightgames.com/en/news/2017/8/31/star-wars-destiny-two-player-game/
Now, these are the spoilers you were looking for!!
9 minutes ago, Amanal said:https://www.fantasyflightgames.com/en/news/2017/8/31/star-wars-destiny-two-player-game/
Now, these are the spoilers you were looking for!!
Yeah, seriously. Those are pretty much all better than the majority of EaW stuff we've seen...
16 minutes ago, Amanal said:https://www.fantasyflightgames.com/en/news/2017/8/31/star-wars-destiny-two-player-game/
Now, these are the spoilers you were looking for!!
A++
3 hours ago, RJM said:Yeah, seriously. Those are pretty much all better than the majority of EaW stuff we've seen...
No kidding. Least I now know I don't need to buy any EaW save for a hand full of singles.