More Saber Form Cards [Custom]

By Atomisk, in Star Wars: Destiny

So I love the saber forms! And I think someone at FFG does too, since they're both talent paths in the RPG line as well as a mentioned on a few cards in Destiny. So since I can't sleep at the moment I'm gonna make a couple cards. I will do a "Training" card and then an event for their signature move, except for Makashi since it already has it's training card. If you like any, let me know! Think some are busted, let me know that too! I'm writing this pretty late so I'll probably touch up the language tomorrow.

Shii-Cho Training
Upgrade, Blue, Neutral
0 Cost
After you activate attached character, you may reroll any number of any number of its character and upgrade dice.

Sarlacc Sweep
Event, Blue, Neutral
2 Cost
Remove one of you blue dice showing Melee Damage. Then deal damage to each of an opponent's characters equal to the value showing on that die.

Makashi Flourish
Event, Blue, Neutral
1 Cost
Reroll one of your blue die, an opponent discards cards equal to the value showing on the die. Then you draw cards equal to that value.

Soresu Training
Upgrade, Blue, Neutral
2 Cost
[1 Melee][1 Shield][2 Shield][3 Shield][1 Resource][Blank]
When you activate this character, you may give it a shield.

Circle of Shelter
Event, Blue, Neutral
1 Cost
Remove one of your blue dice. Then you may give each of your characters shields equal to the value of die removed.

Ataru Training
Upgrade, Blue, Neutral
2 Cost
[1 Melee][1 Shield][2 Shield][Resource][Resource][Blank]
Action: Resolve one of your dice showing shields as if it was showing melee damage.

Hawk-Bat Swoop
Event, Blue, Neutral
3 Cost
Count the number of your dice not showing blanks. Give that many shields to your characters, distributed as you wish. Then resolve any number of your dice in the order of your choice.

Edited by Atomisk

Shien Mastery

Upgrade, Blue, Neutral

2 Cost

After a blue character or weapon die rolls a shield, you may exhaust this card to resolve a ranged die as if it were your own. Then you may resolve a die showing shields.

Falling Avalanche

Event, Blue, Neutral

2 Cost

Chose one of your blue characters. Turn any number of its character and upgrade dice to sides showing melee damage. Count the number of your dice showing melee damage, then deal that much damage to an opponent's character.

Edited by Atomisk

Awesome post!

Hoping we get a new lightsaber forum in the next set and can’t wait to see what we get from Fantasy Flight in Destiny as the game progresses. Obi-Wan is my favorite character, so I love the Soresu and Ataru training. Maybe we’ll even get some 3 cost mastery forums also.

Theres also forums 5-7 to look forward too, which are amazing as well.

Hope you post more lightsaber forums in the future.

Thanks! I am obviously excited myself, so have a few more I'll crank out(also realized that Hawk-Bat Swoop is probably already covered ala Atari Strike but whatev's). Since Kaffis did Shien, I'll do Djem So.

Djem So Training

Upgrade, Blue, Neutral
2 Cost
[1 Melee][+1 Melee][+2 Melee][special][special][Blank]
When the attached character takes damage, you may exhaust this upgrade to roll this die into your pool. You may spend a resource to resolve it immediately.

Special: Deal one damage, then ready this upgrade.

Niman Training

Upgrade, Blue, Neutral

2 Cost

[2 Focus][2 Disrupt][2 Discard][2 Shield][special][Blank]

Blue Character Only

Special: You may resolve this die as though it was one of it's other sides.

Draw Closer

Event, Blue, Neutral

0 Cost

Spot a blue character whose die is showing melee damage, then turn an opponent's die to any side. Resolve one of that character's die showing melee damage.

I really like the Niman training concept, but real talk, I think that's at least a 3-cost upgrade as written. It's effectively got 5 2-sides with no modifiers, and can special chain any of its effects. Sure, none of them are damage, but that's still very strong (especially with 2 Focus and 2 Disrupt). Compare with something like Ghost, which has basically the same special, but is a *support* and thus dramatically slower to activate.

3 hours ago, kaffis said:

I really like the Niman training concept, but real talk, I think that's at least a 3-cost upgrade as written. It's effectively got 5 2-sides with no modifiers, and can special chain any of its effects. Sure, none of them are damage, but that's still very strong (especially with 2 Focus and 2 Disrupt). Compare with something like Ghost, which has basically the same special, but is a *support* and thus dramatically slower to activate.

Thanks and that's fair, but at the same time I think you're overlooking the drawbacks it has as is. In comparison to ghost: Ghost does still has damage, this has a blank, it requires a blue character, 2 drops are easier to remove(Force Rend, Vandalize) and there are lots of ways to cheat out vehicles that don't cost any resources(Hera, Ace). So as is I think it'd be fine as a 2 drop, but if we're looking to nerf it a little we could tune down a few of the numbers on the more impactful sides(maybe 1 shield, 1 discard, 1 disrupt).

I'll probably do Jar'Kai next.

Edited by Atomisk

I don't think I'm overlooking the drawbacks. Ghost is 4, I'm suggesting 3. 2 Focus is every bit as strong, maybe stronger, than 2 damage, and 2 Discard is likewise really tough to get access to. But it's the 2-Focus Special that's what makes this way too powerful for a 2-drop. Every other special-chaining die lets you turn one of your dice and do another thing, which is fine. The chain doesn't fork, you can still only use each of your natural chaining dice to unlock and resolve one non-chain special. This would let you turn TWO dice to specials and resolve them, which is so much better. Perhaps the best way to illustrate this would be to use Force Focus as a reference point instead of Ghost. This die would blow the 2-cost Force Focus out of the water even if the Special only let you resolve the 2 Focus.

I do think that the compromise you suggest is on the right track, but leaving the 2 Focus leaves its strongest side, and the un-interactive opportunity to use them in a special chain in the same action with powerful special abilities, too. Instead (and to differentiate a little bit from Ghost's Special), I think I'd change it so that the special resolved the other sides' symbols with a value of 1 instead of 2. Then it becomes a special chain die with a low chance (relative to Yoda or Force Focus) of kicking off the chain, but more powerful options when you don't chain it, or versatile options to use at the terminal point on a chain.

Been busy with GQ's and stuff but gonna try this again. Also, after some consideration, I adjusted Niman again. Also Jar'Kai I think is good, but I want feedback on Juyo. Since it's primary attributes are strength and chaos this seems appropriate but I'm concerned about the cost and stats at the moment.

Niman Training

Upgrade, Blue, Neutral

2 Cost

[2 Focus][2 Disrupt][2 Discard][2 Shield][special][Blank]

Blue Character Only

Special: You may resolve this die as though it was one of it's other sides, with a value of 1.

Jar'Kai Training

Upgrade, Blue, Neutral

2 Cost

[+1 melee][+2 melee][1 resource][special][special][Blank]

Special: Spend 1 resource to p lay a weapon from your hand for free and roll its die into your pool, if able. After the action phase ends, if that weapon is still in play, return it to your hand.

Twin Strike

Event, Blue, Neutral

2 Cost

Spot 2 weapon die in your pool. Then, resolve those dice in the order of your choice, without removing them from your pool.

Juyo Training

Upgrade, Blue, Neutral

2 Cost

[+2 melee(1 pay)][+3 melee(1 pay)][2 Shield((1 pay))][3 Shield(1 pay)][3 resource(1 pay)][Blank]

Power Action: Deal 1 damage to the attached character to gain one resource.

Edited by Atomisk