A question from someone who has been away from the game for awhile.

By silverthorn, in Star Wars: Destiny

How many cards with dice should I be putting into a 30-card deck.

30

Or 0

Or some number between those 2.

10/12 upgrades seems about average for me, might have 14 with jango/Phasma

Supports depend on your deck, but I rarely play with any that roll dice. Don't even own c3po

10 seems to work well.

Depends on the deck and what you're trying to do with it. I have decks with as little as four and as many as twenty. They're equally effective but are acheuving their victory condition in completely different ways.

For the general 'play upgrades and hit/shoot stuff', the general consensus seems to be the 10-12 mark. But yes, it can deviate significantly from that depending on the kind of deck you are playing.

Thanks for the info. I've usually played 16-18 dice cards but seemed to not play half of them so I'll shift down to 10-12 for my next couple of decks.

10 - 14 to me sound good. I often want to be able to get through my 5 card hand a turn.

You'll never play all of your upgrades, especially since those are what you'll most often discard to reroll. The high number makes them more likely to draw.

22 hours ago, ficklegreendice said:

10/12 upgrades seems about average for me, might have 14 with jango/Phasma

Supports depend on your deck, but I rarely play with any that roll dice. Don't even own c3po

Supports Id only go with dice ones if your playing a deck based around vehicles. Such as playing Hera or Cienna. Also want to run Lead by Example and if your on the Villian side youll want Ark Angel once Legacies hits. Supports with dice biggest issue is how slow to get them all out, in play and in rolling out their dice, they are. So any and every card that allows for chain activating, forgot to mention Partnership before, is a MUST play.

18 hours ago, silverthorn said:

Thanks for the info. I've usually played 16-18 dice cards but seemed to not play half of them so I'll shift down to 10-12 for my next couple of decks.

Yeah the biggest issue with to many dice cards is being able to play them. Dice cards are only good if they actually get played and are able to be rolled out. I came to the number 12 personally due to the limit of 3 upgrades per Character. Assume you may get 3 on each and each is a different upgrade, thats 6 dice cards, double that to better draw them and your at 12 dice cards. 14 Upgrade cards works if you have a non dice utility upgrade, Force Illusion/Fast Hands/Second Chance. But for me actual upgrades with dice shouldnt go above 12 really, unless your playing pre Overwrite errata FN then you want 20+ weapons in the deck.

You also want to keep the resource cost in mind. Blue decks running holocrons and force speeds will have more dice upgrades simply because you don't have to pay to get them on. Other decks that run with 1 cost upgrades may also be in the same boat, like DH-17 and imperial discipline. Like many have said, just depends on the deck. And if the characters that you are playing have focus sides or special chaining, then you need even less cards for dice manipulation, freeing up more spots for dice upgrades to ensure consistency.

generally depends on the deck.

i've ran both a deck that had a whopping 7 dice from upgrades/supports and as many as 20 between the two lol.

Biggest challenge is not how many dice but how you get the dice into play, i.e. its cost. And whether it continues to drain your resources or not (rocket launcher?). If you plan to have max upgrades on 3 characters but the upgrades you brought are all 3-4 costs you arent going to get very far, even if you do have the "ideal dice amount" in your deck.

The best general answer is between 6 and 12. Any more than 12 and you'll find yourself short on events when you really need them. Any less than 6 and you'll find your deck will not ramp up as the rounds progress.

Another factor to consider is how many cards you cycle through each turn, if you draw and use 5, which is what you are looking to do, then you are going to draw 6 sets of 5 cards. At the same time you'll make 12 resources plus what you roll or play around with cards that decrease the cost of a card and such.

If you want to see what you have, shuffle and mulligan for your hand, then make 5 more piles of 5 cards, can you expect to play each pile each turn? Especially if you are looking at 1-2 cost cards in the events.