Way of the Force card question
Nope, same with Training, ID9 Seeker Droid with Seventh Sister, etc. They’re all effectively duds in draft/sealed.
Bummer, but that's what I figured.
Yeah these additional die mechanics are neat but completely pointless in draft.
Theyre pretty stupid but i still love using quad Runaway Booma dice just because i can. I'd never even attempt to use one in a draft, even though in a draft setting the "less than optimal" cards tend to shine a lot more than usual.
I wonder how popular this card will be. Training's problem is its nonunique red only and virtually all of the nonunique reds character die is not worth 2pts to get another of, better off with a Holdout Blaster or Hidden Blaster 9/10 of the time. But this isnt color bound or even nonunique bound...i wonder if theres a way you can make this cause ol' Palpy to have a buddy and be a formidable force. Especially since now theres a neutral blue support to increase upgrade limits.
Only actual use will see if its good but this looks pretty good on paper. Already liking the idea with comboing reaping the crystal and It binds all things to play this for only 1 resource.
57 minutes ago, Vineheart01 said:Yeah these additional die mechanics are neat but completely pointless in draft.
Theyre pretty stupid but i still love using quad Runaway Booma dice just because i can. I'd never even attempt to use one in a draft, even though in a draft setting the "less than optimal" cards tend to shine a lot more than usual.
I wonder how popular this card will be. Training's problem is its nonunique red only and virtually all of the nonunique reds character die is not worth 2pts to get another of, better off with a Holdout Blaster or Hidden Blaster 9/10 of the time. But this isnt color bound or even nonunique bound...i wonder if theres a way you can make this cause ol' Palpy to have a buddy and be a formidable force. Especially since now theres a neutral blue support to increase upgrade limits.
As far as 3-cost upgrades go, this probably is not worth it outside a couple of characters. Palpatine being the main exception. Palpatine/Talzin is where I think he is going to start to shine. Tons of healing, a new 5-Cost way to bring Palp back from the dead (they really need to target him first), super consistency from Talzin, so no more blank Palp dice. Probably the first deck I will try from the new set.
Outside Palp, who would you use this on? Is a second Vader die better than a Maul’s Lightsaber? I tend to say no. Is a 2nd Obi-Wan or Luke die better than Obi’s Saber? Again I don’t think so. Maybe you can make an argument they are, but then think about the fact that the Sabers are useful for all your characters. This is only useful for the big one and is a waste of resources on a smaller one, so if the big is killed you have a dead card.
Edited by gokubb57 minutes ago, gokubb said:As far as 3-cost upgrades go, this probably is not worth it outside a couple of characters. Palpatine being the main exception. Palpatine/Talzin is where I think he is going to start to shine. Tons of healing, a new 5-Cost way to bring Palp back from the dead (they really need to target him first), super consistency from Talzin, so no more blank Palp dice. Probably the first deck I will try from the new set.
Outside Palp, who would you use this on? Is a second Vader die better than a Maul’s Lightsaber? I tend to say no. Is a 2nd Obi-Wan or Luke die better than Obi’s Saber? Again I don’t think so. Maybe you can make an argument they are, but then think about the fact that the Sabers are useful for all your characters. This is only useful for the big one and is a waste of resources on a smaller one, so if the big is killed you have a dead card.
Exactly this.
Kinda makes me wish i had Palpy to begin with.
I never pulled him and the only trade offer i had for him was both A) horribly unfair trade for the guy and im not a ****** ($10 card for palp...right) and B) i didnt even want him because i hate his design. Solo character should have had ways to prevent being nuked rather than potentially nuking his opponents faster. Every game i see him its entirely the first turn if he won or not. Never seen him win when neither of his dice rolled damage on the first turn.
But Palp/Talzin sounds amusing. I already use Talzin with Aurra and its stupid consistent/deadly even without upgrades lol.
It does, on paper, make a Palp + something deck interesting. Talzin is as good as they come.
The other thing that makes this potentially more appealing than a Maul's Lightsaber is that Way of the Force can be played for free with Sith Holocron (at least in a Villain deck).
8 hours ago, Dr Lucky said:The other thing that makes this potentially more appealing than a Maul's Lightsaber is that Way of the Force can be played for free with Sith Holocron (at least in a Villain deck).
Which is yet another reason why Palp/Talzin deck would be interesting since he already uses holocron as it is.
Wouldnt even need the resource income except for Rise Again and the new revival mechanic. (which i totally wish just once i could revive a fallen character then immediately Rise Again them to full hp lol)
13 hours ago, Dr Lucky said:The other thing that makes this potentially more appealing than a Maul's Lightsaber is that Way of the Force can be played for free with Sith Holocron (at least in a Villain deck).
In Sith Holocron cases, then you are measuring the second die against Force Push/Throw/Wave, etc. I still don’t think many character die are better than those. At least Throw, which is the best of the three mentioned in most scenarios in my opinion.
After looking at more characters, I think Way of the Force works well with Palpatine - Darth Sidius and Mace Windu. Think they outshine 3 cost upgrades. There’s also a new card that spots Luke to put an Ability from hand or discard on him at minus one. That probably means this will make the cut in Jedi Luke and old man Last Jedi bastardized Luke too.
Edited by gokubbI'd say Palp's die is definitely stronger than Push/Wave, not Throw though.
His die alone can do 5 damage, and always does 2 damage long as it isnt blank.
If i had Holocron's special available and Push/Throw/WOTF in hand, i'd put Throw on him first every time. Throw is undercosted imo, to the point where i've stopped using it because it just feels so cheap for its cost to get the ability to both remove a die AND do damage equal to its value. Single most powerful card imo in the game.
Unless i had nothing else to do i wouldnt bother with it on Talzin at all. Her die isnt bad, but practically any Ability she has access to is better (not Stasis)
I think another interesting thought for this card is with New Luke. Where you can put it on him and because it is an ability you can use it twice by making Luke elite rolling him out and resolving 1 of his dice and than moving it making another character elite. Maybe in a 3 character Luke Ability deck with Luke, Jedi Sentinel and Ezra.... I doubt it would be good but it would definitely be interesting.