Cards that you like despite others opinions

By jc1138, in Star Wars: Destiny

I really like this topic! For me, character-wise I really like Mon Mothma's ability but agree that she isn't great cost/health but she's really fun to play with especially in a Mill deck of some type. And speaking of mill decks, my favorite events are Krayt Dragon Howl and Let the Wookie Win. I find the choice cards situational sure but they are really fun to play with.

Chirrut :) That rerolling ability is so good. The problem is that it´'s not flashy, thus people only see his blue sides and goes 'Nah, suxx0rz'.

Good call on Voices. I always look at it and think that this actually feels good...

Fierce Resolve is my pick. First, the art is awesome(Luke vs Vader Episode 6) and second the effect has the potential to swing big in your favor. Paying 2 for a reroll doesn't sound good, but it doesn't resolve the die nor care what the type is to do damage. I had games where I used it to reroll a die into a 3 melee(to deal 3 damage), only to follow-up with a My Ally Is The Force to deal another 3 melee and then finally resolve 3 Melee again. Getting to, in effect, resolve a die more than once is a great feeling for the player who gets to do it, so this card holds a special place in my heart, even if it wasn't always so phenomenal or well followed up.

Things that hold it back from being competitive though? Cost, lack of Ambush, and inconsistency. If it was a 1 cost, it would be playable. If it had Ambush, it would be playable. If it let you turn the die(like Use The Force) to do so it would be playable. But alas, it has none of these things so it'll reside in my collection as one of my favourite jank cards.

Edited by Atomisk
13 hours ago, Atomisk said:

Fierce Resolve is my pick. First, the art is awesome(Luke vs Vader Episode 6) and second the effect has the potential to swing big in your favor. Paying 2 for a reroll doesn't sound good, but it doesn't resolve the die nor care what the type is to do damage. I had games where I used it to reroll a die into a 3 melee(to deal 3 damage), only to follow-up with a My Ally Is The Force to deal another 3 melee and then finally resolve 3 Melee again. Getting to, in effect, resolve a die more than once is a great feeling for the player who gets to do it, so this card holds a special place in my heart, even if it wasn't always so phenomenal or well followed up.

Things that hold it back from being competitive though? Cost, lack of Ambush, and inconsistency. If it was a 1 cost, it would be playable. If it had Ambush, it would be playable. If it let you turn the die(like Use The Force) to do so it would be playable. But alas, it has none of these things so it'll reside in my collection as one of my favourite jank cards.

I love Fierce Resolve in a Luke Launch bay deck because 2 cost reroll Launch bay, even if you miss the Damage AGAIN you still basically get to do like 5 or 6 damage.

Patience.

Everyone seems so shocked when I play it but it's a key card in that deck type.

On 11/23/2017 at 4:58 AM, Scactha said:

Chirrut :) That rerolling ability is so good. The problem is that it´'s not flashy, thus people only see his blue sides and goes 'Nah, suxx0rz'.

Good call on Voices. I always look at it and think that this actually feels good...

I plan to try Chirrut/Luke once the new set releases. The mixed base damage dice should help Chirrut’s mixed modifiers. But I wish (again and again) that Finn cost 10/14 so I could get those dice with a wider card pool.

Forgot to mention the D-whatever Heavy Blaster (aka the krennic gun)

Mostly used because they cost $1 each, but it adds 3 sides of resource-cost-free-punch even if its special is highly situational

As good as holdout is (albeit too expensive $ for my taste), I can't really afford to roll 2-for-1-resource on anything short of dh-17 when playing jango/Phasma. Ain't got the time or resources to spare when I could be dealing damage

4 hours ago, GooeyChewie said:

I plan to try Chirrut/Luke once the new set releases. The mixed base damage dice should help Chirrut’s mixed modifiers. But I wish (again and again) that Finn cost 10/14 so I could get those dice with a wider card pool.

Ooo, good idea. I like Chirrut but his mix damage and lack of ability cards make him difficult to fit. A chunk of his die is always lousy for your comp and you cant use him for the powerful abilities.

Also, on that note, WHY THE HECK CAN HE NOT USE "One with the Force" FFG?!?? Should have given him a blip saying "You cannot equip abilities to this character except One With The Force "

Premonitions

so here's something I may try

since the rule's state "

Each player has a
hand size. A player’s hand size
determines how many cards they draw up to during the
upkeep phase (after discarding any cards they want). The
default hand size is 5 cards. A player does not have to
discard cards when they have more than their hand size.

"

01088.jpg

this guy is basically a free draw every following round

this mills faster, but it also hunts out combo pieces to any deck that uses them

idk, just something to potentially keep track of. Currently, no one seems to really use big combo plays over reliable 2-cost upgrades (apart from holocron, I suppose) but might be something to use in the future

though I suppose boundless ambition does a far better job of this, other than it costing a resource on the turn your use it rather than EF just drawing you an extra card for no resource on the rounds after it's played

Edited by ficklegreendice

Decisive Blow is hands down my favorite card right now.

Quote

Resolve one of your dice showing melee damage. Then remove all character and upgrade dice of the character you just dealt damage to.

Yes it is expensive. But if you can plan around it a little and finish a round with one resource you should be in the clear.

I've been using it extensively in my Qui-Gon/Kanan deck that I took to Top 8 at the Austin, TX Regionals. Kanan's ability can help sneak it out farther by resolving his resource side to get you to three then playing the card.

This card makes an entire round a blowout. Especially against big characters like Vader or Palpatine. Removing 3-5 die at once can be huge - most games I play it I win easily. Also, no one ever expects it!

It does, however, do poorly against decks with more, smaller characters, like Five Die Villain. Removing a Nightsister and Holdout die for three resources isn't that strong of a play.

Decisive_Blow.png

@joemasilotti , that one is an autoinclude in any ObiWan (SoR) deck, just for the first half of the text! Having Obi resolve one of his three-damage dice for free (and maybe mitigate some stuff too) when he dies is often a turning point in the game!

21 hours ago, joemasilotti said:

Decisive Blow is hands down my favorite card right now.

Yes it is expensive. But if you can plan around it a little and finish a round with one resource you should be in the clear.

I've been using it extensively in my Qui-Gon/Kanan deck that I took to Top 8 at the Austin, TX Regionals. Kanan's ability can help sneak it out farther by resolving his resource side to get you to three then playing the card.

This card makes an entire round a blowout. Especially against big characters like Vader or Palpatine. Removing 3-5 die at once can be huge - most games I play it I win easily. Also, no one ever expects it!

It does, however, do poorly against decks with more, smaller characters, like Five Die Villain. Removing a Nightsister and Holdout die for three resources isn't that strong of a play.

Decisive_Blow.png

I think this will have a place in legacies Palp decks

I also really like the theme of Clash, and like it when playing with and against x2 copies, with both decks using melee damage. It's fun to Clash after an opponent's Clash.