Help a girl out? Newb rules question

By Frostthorn, in Star Wars: Destiny

Howdy ya'll. Im sorry for a possible silly weapon, but I am very new as of last week to Destiny. I am considering a weapon heavy deck for Boba+ a friend. Can a hero have more than 1 weapon and or ability upgrade on them at one time? Say flame thrower and wrist rocket? I'd hate to do things wrong. Thank you for any guidance you may suggest.

You can have up to 3 upgrades total(certain exceptions aside). Keywords (like weapon) are only relevant for certain effects. For instance, both General Grievous care about weapons for their effects. But you're generally speaking limited to 3 upgrades weapons or not.

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Ok great, cap at 3 unless otherwise stated. Are there other restrictions? shield cap or anything?

Just now, Frostthorn said:

Ok great, cap at 3 unless otherwise stated. Are there other restrictions? shield cap or anything?

Yes actually, 3 shields per character. There are exceptions as always though.
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Thank you so very much for the heads up. Looking at getting singles for deck builds. Thinking of pairing Boba with Jango or Kitsu (kinnda wanting a mandalorian theme'd deck) So I will do some more research or feel free to direct to some pointers or leave them here. Thank you all!

actually suggested this for a friend of mine getting into the game via Boba

https://swdestinydb.com/deck/view/503522

making all Yellow villains is difficult because there simply isn't a lot of dice removal available to them. There also aren't a lot of powerful 2-cost upgrades, as it is difficult to find dice without many modifier sides, unless you are selling to drop some $ into Vibroknives. But when you get Boba running rampant with Vibro cutlasses, none of that really matters much

and if you're okay with dropping $10 on two events, Vandalize is incredible

Edited by ficklegreendice
13 hours ago, ficklegreendice said:

actually suggested this for a friend of mine getting into the game via Boba

https://swdestinydb.com/deck/view/503522

making all Yellow villains is difficult because there simply isn't a lot of dice removal available to them. There also aren't a lot of powerful 2-cost upgrades, as it is difficult to find dice without many modifier sides, unless you are selling to drop some $ into Vibroknives. But when you get Boba running rampant with Vibro cutlasses, none of that really matters much

and if you're okay with dropping $10 on two events, Vandalize is incredible

There are plenty of yellow/grey removal cards available to villain decks. And if you're building by buying singles, it won't be difficult to get the ones you want. I suggest finding a good SWD card app that lets you sort by faction and color and search "remove" to get an idea of what's available. I use SWD Deckbuilder, but there may be others that are better.

The main issue with building single color is if you play against Kylo2 (AKA Kylo Ren, Tormented One, from the 2 player starter), as his ability can really punish you if you only have 2 colors (yellow+gray) in your deck.

I mean, SWD is right there

yellow villains has mitigation, but it really isn't the best compared to the excellent mitigation you can find in blue villains. You can stuff a blue deck full of dice removal, but with yellow you have to scrounge a bit for sub-optimal choices to fill the 30 card requirement

and you don't get hero multi-removal like Easy Pickings or Negotiate, apart from the 2-cost entangle

22 hours ago, ficklegreendice said:

I mean, SWD is right there

yellow villains has mitigation, but it really isn't the best compared to the excellent mitigation you can find in blue villains. You can stuff a blue deck full of dice removal, but with yellow you have to scrounge a bit for sub-optimal choices to fill the 30 card requirement

and you don't get hero multi-removal like Easy Pickings or Negotiate, apart from the 2-cost entangle

You're not wrong, in that other colors do have their own removal, and in many cases are better at it. But I'd hardly call yellow scrounging for removal options. OP asks about suggestions for a theme deck, and the response of "don't make that deck" is not really helpful. Not everyone wants to make a deck that they intend to use to compete against top level players and decks.

For the record, yellow villain has access to the following removal:

He Doesn't Like You (one of the best removal options in the game)
Block
Dodge
Flank
Disarm (a very overlooked removal card that also discard the associated card)
Electroshock (hasn't aged well, but at one time was THE premier removal card)
Reversal
Doubt
One-Quarter Portion
Evade
Parry
Twin Shadows (not helping the OP's build, but still powerful, and pairs well with Flank)
Threaten
Trickery
Subjugate
Subdue
Outnumber (another that goes well with Flank and Twin Shadows)
Entangle
Hasty Exit
Vandalize (more of a discard than a remove, but if played while the die is in the pool, it removes the die as well)
Defend
Dive
Shelter
Fight Back

That's 24 different removal cards available to yellow villain. Are they as good as the "best" removal cards in the game? Of course not, but that shouldn't discourage any player from trying to make a deck they want to.

I have not in any way shape or form suggested not making the deck

I, in fact, posted the very same deck that I had made for a friend of mine

I have no idea how it is possible to muss the hyperlink nor the comment about how insane boba gets with vibrocutlass

Pointing out a legitimate weakness of the deck is not and never has been a call to not play it, and I'm honestly baffled as to why it could ever be misconstrued as such

Edited by ficklegreendice
2 minutes ago, ficklegreendice said:

I have not in any way shape or form suggested not making the deck

I, in fact, posted the very same deck that I had made for a friend of mine

I have no idea how it is possible to muss the hyperlink nor the comment about how insane boba gets with vibrocutlass

Pointing out a legitimate weakness of the deck is not and never has been a call to not play it, and I'm honestly baffled that it could ever be misconstrued as such

I don't generally do clicks, so I didn't know you'd posted an actual suggestion. I apologize for making that jump.

At the same time, I do feel that when a new player asks for suggestions for how to make a deck they are interested in, pointing out all the flaws you see with that deck is discouraging. And I'm also strongly of the opinion that it's only a perceived weakness, and that SWD is full of cards that are just waiting for someone to come along and show people just how wrong they are about them. We just say Aurra Sing/Mother Talzin go 6-0 recently, a deck that no one was even mentioning, and Aurra has long been derided as a sub-par character that just doesn't make the cut.

you absolutely should always point out flaws to give the incoming player an honest view about what to expect from the game mechanics, since they cannot 100% thematically translate the character

then again, given Boba and Jango's jetpacks being unable to take lightsaber hits and leading to their demise, I guess the lack of mitigation relative to blue is apt

then again, Jetpack is a pretty bad card to use on Boba/Ketsu, i.e Mr. and Ms. Only One Ranged Damage side

Edited by ficklegreendice
6 minutes ago, ficklegreendice said:

you absolutely should always point out flaws to give the incoming player an honest view about what to expect from the game mechanics, since they cannot 100% thematically translate the character

then again, given Boba and Jango's jetpacks being unable to take lightsaber hits and leading to their demise, I guess the lack of mitigation relative to blue is apt

then again, Jetpack is a pretty bad card to use on Boba/Ketsu, i.e Mr. and Ms. Only One Ranged Damage side

The risk is that what you see as a flaw might not really be a flaw, but a design choice. Which is only a flaw if you don't play around it. Consider:

Yellow doesn't have a lot of removal options: this is just plain false. As shown it has more than enough removal options to make a full deck of nothing but removal. Maybe not the best, but it's there.

Powerful 2 cost upgrades: I agree with you in terms of raw damage. They also have access to the most ambush weapons in the game, and that speed comes at a cost. And it's the only color that has access to Cunning, which can be one of the most powerful 2 cost upgrades in the game. Yellow also has access to many ways to generate additional resources, making it possible to drop 3 cost weapons turn 1 pretty easily.

I guess my general point is that your comments suggest the OP's build is flawed, but only from a certain approach to the game. The current meta demonstrates that there are many approaches to success, even at very high levels of competition, and your comments suggest a rather limited take on what makes a successful deck...and ignores completely the idea that making a theme deck itself is a successful way to play the game, because the player is having fun doing what they want, rather than doing what other players tell them to do.

I do like your Boba/Ketsu deck, although I'd throw in another grey card or 2 just because Kylo2. Could probably find room for an All In or two in there. :)

I super appreciate all of your feedback, devils advocate comments welcome too. I know this deck won't be top tier or overly competitive. But for a first deck I'm looking for fun and some useability.

I'll go over some of my thoughts on my ghost deck right now but I have ebayed quite a bit more. (I'd love Quick Hands and some night snipers pistols but those are a bit out of budget at the moment)

SO as it stands in a open for change setting:

Heros, 1Jango, 2Boba

Plot: Taking Ground

Field: Outer Rim Outpost

2 backup muscle

2 under world connection

2 infamous

2 weapons cache

1 starter slave 1

1 my kind of scum

2 flame thrower

2 on the hunt

2 jetpack

2 armor plating

1 ll30 blaster

1 mortor gun

2 vibro cutter axe

2 mando armor

1 cutlass

1 canto bight

1 verpine sniper

2 he doesn't like you.

I do see I am very slim on events and very heavy on items. I failed to include (and was a thought on how perfect itd be with so much gear is Armed to the Teeth)

Thoughts and pointers and WTF questions welcome

Cards I don't like:

Back Up Muscle: It isn't what it used to be, it's slow and not worth it imo.

Underworld connections: This isn't very good, it basically takes 2 turns to pay you back what you put into it. I'd cut it, and instead run Well-Connected for resource generation.

Vibro-Ax: This is sorta bad tooif they don't run a lot of shields, plus you run the On the Hunts so you already have an answer for shields. Plus I don't like the pay sides.

Cards I think you should run:

Bait & Switch: Jango has 2 resource sides, make them better with this. Also works on any guns you might run too that have resources.

Entangle: Great neutral removal, and come on, it's on theme.

Hidden Blasters: Good ambush, ranged weapon. Also helps with shields, but less investment than the Axe.

Lure: With Jango, it lets you effectively roll Jango when you want, but with Ambush you can not only "shoot first" but you can also decide if you want to hit their dice before you act. It also, if denies them from playing additional upgrades on a character if you time it right.

ok picked up bait, electro shock, lure and will take away those suggested. I'll lean away from melee items, possibly besides the cutlass. I also picked up Loose Ends? Mill 4, possibly 8 (almost a third of the deck) is that type of stuff good in Destiny or is that more of an MTG thing?

12 hours ago, Frostthorn said:

ok picked up bait, electro shock, lure and will take away those suggested. I'll lean away from melee items, possibly besides the cutlass. I also picked up Loose Ends? Mill 4, possibly 8 (almost a third of the deck) is that type of stuff good in Destiny or is that more of an MTG thing?

Loose ends is an interesting card, though usually decks that mill are dedicated to it but I could see the use in prolonged games and games that an opponent over-milled themselves with a Force Illusion. Long story Short, it's situational. I'd try it at 1 first.