Card ratios

By Lobokai, in Star Wars: Destiny

New to this game, but played many others before.

How many upgrades, support, etc in a deck is wise? I think I can evaluate individual cards fine, just no clue the ratios a good deck should have.

No tourneys yet, just family, friends, and FLGS fun for now.

I think it will depend on the characters you are playing in your deck. A weapons heavy villain like FN will probably run half a deck of weapon upgrades (15 weapons or so). Legend Poe is similar running a mix of high cost supports and weapons. On the other hand, heroes and villains with strong dice damage (mace, daddy Vader, ..) will run more events. What are you planing on playing? If you let us know, we may be able to give you a better starting point.

Definitely blue villains. I have most of them, though not enough to go elite on all.

I’m looking at Dooku+/Asajj+ or Inquisitor+/Seventh or Vader+/RoyalGuard

i know their not Kylo optimal, but I would like to run them well.

Edited by Lobokai

My very ignorant deck so far:

First Deck: Clone War Villain Force BATTLEFIELD ¯¯¯¯¯¯¯¯¯¯¯ Imperial Armory,

CHARACTER ¯¯¯¯¯¯¯¯¯

2x Count Dooku, Devious Strategist

2x Asajj Ventress, Force Assassin

UPGRADE ¯¯¯¯¯¯¯

1x Force Choke

1x Immobilize

1x Kylo Rens Lightsaber

1x Sith Holocron

1x Lightsaber

1x Lightsaber Pike

1x Force Speed

1x Ancient Lightsaber

1x Shoto Lightsaber

¯¯ EVENT ¯¯¯¯¯

1x Intimidate

1x The Power of the Force

2x Use The Force

2x Block

2x Close Quarters Assault

2x Dodge

2x Take Cover

1x Lightsaber Throw

1x Parry

2x Lightsaber Pull

2x Lightsaber Training

1x Clash

1x Your Skills Are Complete

1x Sound The Alarm

Edited by Lobokai

The old logic for most decks used to be: 12 dice upgrades, 18 events, (0 supports).

I think with the massive pool of good events these days, you can afford to go as low as 8-10 dice upgrades without hurting too badly. And of course, those numbers change in specialty decks (FN-2199, Hera Vehicle archetypes, decks like Thrawnkar that only run ~4 upgrades).

1 hour ago, Lobokai said:

My very ignorant deck so far:

It's hard to give a lot of advice when I don't know your collection, so I'll just make a few notes:

Block and Dodge - you can safely drop them. Take two copies of Isolation, an extra copy of Sound The Alarm, and use that spare deck slot to add something else. Block and Dodge are okay , but more focused mitigation will see a lot more use. Feel Your Anger and Manipulate are other good Blue mitigation events, and Feel Your Anger is good synergy with Force Choke.

Single copy upgrades - I think you'd be better off doubling down on some of your upgrades, rather than spreading them out. Switch Lightsaber Pike for a second Lightsaber, switch Immobilize for another Force Choke (or similar). You want that reliability in your key upgrades, so that if one gets stuck on the bottom of your deck, you might pull your other (and there's nothing worse than waiting for Lightsaber Pull).

Drop Holocron - Holocron is a great card, but with only three force powers (and only two that have a cost) you're getting very little value from it. If you run the Holocron, you generally want the 'Holocron Suite' to go with it - the 'suite' is four force powers that cost 3 or more (Force Throw x 2, Mind Probe x 1, Force Lightning x 1, for example).

I think Ajones47 is giving you excellent advise across the board here. Just a small point to make here - Ventress decks are typically control decks rather than flat out damage decks, so I think your upgrade-to-resource ratio is perfect. You need two copies of all the dice control events - Manipulate, Clash, Isolation, Force Misdirection, Doubt, etc. These upgrades are good, but I’d agree to ditch the Sith Holocron.

I play a lot of blue villains, and this is one of the most rewarding decks I’ve ever played. You might really like it. Also, eVentress/eQuinlan is a nice thematic deck that does the same stuff. And you can also try this (you probably have most of these cards, because I invented this specific deckbuild to use a lot of stuff from the old Kylo starter):

Character: (30/30)
2x Kylo Ren (Awakenings)
2x Darth Vader (Spirit of Rebellion)

Battlefield:
1x Emperor’s Throne Room (Awakenings)

Event: (19)
2x Anger (Spirit of Rebellion)
1x Feel Your Anger (Awakenings)
2x Enrage (Awakenings)
2x Isolation (Awakenings)
2x Overconfidence (Spirit of Rebellion)
2x Force Misdirection (Awakenings)
2x Lightsaber Throw (Spirit of Rebellion)
2x Doubt (Spirit of Rebellion)
2x Rejuvenate (Spirit of Rebellion)
2x Clash (Two-Player Set)

Support: (2)
2x Command Shuttle (Spirit of Rebellion)

Upgrade: (9)
2x Makashi Training (Spirit of Rebellion)
1x Vibroknife (Spirit of Rebellion)
1x Lightsaber (Awakenings)
1x Kylo Ren’s Lightsaber (Awakenings)
2x Crossguard Saber (Two-Player Set)
2x Lure of Power (Spirit of Rebellion)

If you are running two characters then 10 upgrades is pretty good. Then 10 mitigation cards then another 10 cards that help you either deal damage, stay alive or reroll.

Thank you guys. I’ll take all of this to heart. Really appreciate it.

A lot of trial and error goes into it.
Initially i only wanted upgrades that i could possibly have out at once. Meaning, 3 upgrades + 1-2 super cheap ones (0-1cost) per character. But i soon realized i had numerous bad luck games where i NEVER drew those upgrades, so i ended up taking 10-13 upgrades alot.

Dont forget about the replace mechanic. I purposely use a lot of 1-2 cost upgrades because theyre easy to get out there, but they get swapped out almost instantly when i get one of my expensive upgrades (inquis lightsaber for example).

Support ratio is the harder one imo. Supports that piggyback on other actions or just have a passive effect are easy to add in, the ones that eat actions can easily bloat your turn size and prevent you from ever claiming the battlefield. This is the main thing you need to think about when adding supports: if you want supports with actions and/or dice, how badly do you want the battlefield?

Events mostly to fill imo. Probably 8 minimum should be events in the average deck, but personally i wouldnt go that low. 12 is the lowest ive gone and even that feels odd.

On 10/14/2017 at 10:25 AM, Lobokai said:

New to this game, but played many others before.

How many upgrades, support, etc in a deck is wise? I think I can evaluate individual cards fine, just no clue the ratios a good deck should have.

No tourneys yet, just family, friends, and FLGS fun for now.

i am new too but love it and hoping to get out to a local group soon ...From London Ontario