Running Interference

By GooeyChewie, in Star Wars: Destiny

1 hour ago, Joelist said:

And unless you have exactly what I noted it is not repeatable every turn so it is not a full lock like they claim. Unless you can Claim in this sequence your opponent simply Claims and then you cannot lock the next turn.

So as long as it only makes you lose every other turn, it's fine? I thought everyone learned their lesson on that with Time Walk. Guess not.

I'm not sure it will make you lose every other turn. EaW has more anti-support stuff and anti-support already exists in the card mix. It was just not played in decks much because the meta tended not to play supports. RI is strong no doubt. But the lock is too low odds and unless total it is counter-able.

5 hours ago, GooeyChewie said:

This combo is a bit like Hyperloops. It requires enough set up and is easily enough countered by experienced players that it won't win big tournaments. But it's abusive enough to make inexperienced and casual players rethink whether they really want to show up to next week's tournament. I am seriously considering including it in my own personal "Wheaton's Law" list.

100% agree, I have at least 2 player in mind that will use that in tournaments, not win much, but will harass people with their anoying combo and talk about their "great deck building technique" afterward.

This is mechanics 90% of players don't wanna see in any games.

The analogy with Magic T.G. is correct, at first they started with cards that needed 4-5 card to lock a game, and now, they are 2 card combo that does the trick... and even sometime only 1 card is needed, but it is another story.

Making it unique would solve part of the problem.

Chak

I think the "play a card " action is the problem. If it was play an event, upgrade or support then this problem goes away. Stopping someone from playing any card is too much, lock or no.

3 hours ago, Joelist said:

I'm not sure it will make you lose every other turn.

Carrying it out further, it's worse than this.

Even if you do claim, and give your opponent an entire free turn, they can just do the same on their first turn next round. So you'll get one turn, and then get hit with it again, and either claim (giving them another full turn) or pass (giving them two damage to whatever you manage to do with your single turn).

A lot of people (myself included) have been talking about it like claiming somehow shuts it down. It really doesn't. It just gives you one turn per round instead of zero.

38 minutes ago, Buhallin said:

Carrying it out further, it's worse than this.

Even if you do claim, and give your opponent an entire free turn, they can just do the same on their first turn next round. So you'll get one turn, and then get hit with it again, and either claim (giving them another full turn) or pass (giving them two damage to whatever you manage to do with your single turn).

A lot of people (myself included) have been talking about it like claiming somehow shuts it down. It really doesn't. It just gives you one turn per round instead of zero.

Unfortunately if it hits just right not even the "just claim" solves it at all because they never get a chance to.

48 minutes ago, tunewalker said:

Unfortunately if it hits just right not even the "just claim" solves it at all because they never get a chance to.

There's seriously a flip table option in TTS? ???

Claim does not completely solve it unless you happen to be carrying any type of Support killer or card that Exhausts a Support. Then it does. In fact, the only way your Opponent can ensure being able to pop it again is to Claim in his turn. Obviously an Upgrade trashing card can disrupt it (but not terminate it).

It's a bit silly true, but not in the class that Ammo Belt + Second Chance was. Now THAT was both funny and warping.

Edited by Joelist

If I claim how is my following turn locked down?

I can roll in Unkarr, then at worst I resolve his action to remove a blank dice, I don't resolve the action, but the game state has changed and isn't a pass. Am I missing something?

Edited by Amanal

If you claim, can't you just roll in a die? They can only lock two actions and that gives you three possibilities (resolve die, activate other character/support, play card). I don't see how they can reliably lock you down the turn after you claim.

Why can't I discard a card to reroll my dice(even when I have zero dice) for the lockout?

3 minutes ago, robguyday said:

Why can't I discard a card to reroll my dice(even when I have zero dice) for the lockout?

You cannot do a reroll if you do not have dice in your dice pool to reroll (and no, 0 dice is not any amount of dice. Reroll requires at least one die to reroll)

6 hours ago, Destraa said:

There's seriously a flip table option in TTS? ???

Yes there is:

Step 1- Be sure to play on laptop, not desktop (Too heavy)

Step 2- Throw your laptop against a wall or throught a window.

Side note: Work at a computer store, so you can have a rebate on huge amount of laptop you're gonna destroy

More seriously... Imagine now Sabine player is using Medical center as battlefield... When your only option is claim, even then, your opponent will be the 1st player next turn...

25 minutes ago, Chakan99939 said:

More seriously... Imagine now Sabine player is using Medical center as battlefield... When your only option is claim, even then, your opponent will be the 1st player next turn...

Claim abilities are always optional. If you claim the Medical Center you can choose not to use the ability, and you keep control.

If you have Cad Bane, the (hypothesized) loop does not affect you by the way...

12 minutes ago, blackholexan said:

If you have Cad Bane, the (hypothesized) loop does not affect you by the way...

Even the Night Sister (using her ability on Sabine's die)

4 hours ago, gokubb said:

If you claim, can't you just roll in a die? They can only lock two actions and that gives you three possibilities (resolve die, activate other character/support, play card). I don't see how they can reliably lock you down the turn after you claim.

3 hours ago, robguyday said:

Why can't I discard a card to reroll my dice(even when I have zero dice) for the lockout?

If you claim and then activate a character/support as your first action, you'll have 4 actions available, right?

Only I misunderstood the process, the Unkarr player never gets any action other than a pass.

Unkar player could use its "Action" IF he had dice showing 3 or more in his dice pool

1 hour ago, blackholexan said:

Unkar player could use its "Action" IF he had dice showing 3 or more in his dice pool

“THEN” EFFECTS (p19):

In order to resolve an effect that is preceded by the word “then,” the previous effects on the card must have fully resolved (i.e., the game state changes to reflect the intent of the effect in its entirety). If the part of an ability that precedes the word “then” does not successfully resolve in full, the part of the ability that follows the word “then” does not attempt to resolve.

The action is taken, the card just doesn't resolve. By removing at least one dice means that the game state changes.

Have I missed another rule from elsewhere?

IF you can't remove dice showing 3 or more combined value with Unkar ability, you cannot take that action.

As well as you cannot take the action of Veers or Leia if you have no die to remove.

Edited by blackholexan

After watching the video, I'll have admit that I am concerned. There are ways of countering it, but it'll have to be something everybody considers when constructing a deck.

2 rends should be in every deck anyways. So it's an absolute must-have.

Backup muscle and air superiority break the loop aswell