I am finding difficulties in building decks other than blue hero. I do not know why I have such difficulties with this as I feel the same concepts should apply. A certain number of targeted card removal a certain number of dice fixing cards a certain number of multi removal for higher cost pick the "auto includes" and yet I still find myself struggling. Is it just blue synergy is easier to see then the other decks?
deck building
I had a trouble with deckbuildings as well. 2 of my deckbuildings said need to have 30 cards, but it's all 30, I counted them, I did it correctly. Another one that won't let me change 2 dice of characters. Maybe it was new changing the formats, just let this website company fixing it as possible.
8 hours ago, tunewalker said:I am finding difficulties in building decks other than blue hero. I do not know why I have such difficulties with this as I feel the same concepts should apply. A certain number of targeted card removal a certain number of dice fixing cards a certain number of multi removal for higher cost pick the "auto includes" and yet I still find myself struggling. Is it just blue synergy is easier to see then the other decks?
Well, I'm not an expert but what you described there (Target Card Removal, Dice Fixing, Multi Removal for higher cost), these are a far more a focus with blue decks than the other colors and they are not not auto-includes for all decks, in particular non-blue ones.
I think you should think about getting out of the box when you look at Destiny and avoid eye contact with the meta which is a real dead end for creativity.
For example in red decks you might consider your dice control to be more automated like with an Imperial Discipline . I mean for a cost of 1 you have a method you can use to manipulate a die for a character every round of the game. On top of that you have an option to make it damage or money and if you happen to roll well with your character die you can get something out of the Imperial Discipline.
I guess what I'm saying is that there are a lot of ways to skin a cat and most of them are right there in front of you but it's easy to get blinders on trying to create decks using some sort of Covenant standard.
I would say that 90% of all games I have ever won of Star Wars Destiny was very specifically as a result of avoiding hard boxes and applying terms like "auto-include" or "meta" when building decks. I win more games with unconventional decks than anything else I put together.
Edited by BigKahuna
Ok so it is just me that is having this issue? Because I have done all kinds of Luke Skywalker blue decks. I have done classic Luke1/Rey, I have done Eyoda, Luke2, gungan. I have done stick decks, I have done force power decks, I have even done some variance of a mill deck. No problems. Now I have done Red/yellow mill without much of an issue, but that was mill, but as soon as I start to break into vehicle decks or just straight yellow/red upgrade variant I just fall apart.
Take my latest attempt. Leia (boush)/ K2 just looking at their character and dice, good health, and inconsistent but strong dice so right off the bat I am thinking I want some form of dice fixing to help them out, ok 2 moxie and???? padme starship?, Sentate chamber? BB-8? Escape craft? how much is to much throw them all in? what about other damage sources cant afford to just use character dice the whole time can I do I go upgrade or vehicle heavy, do I mix? add good defensive cards 2 Easy pickings, 2 automated defenses, 2 suppressive fire and hit a brick wall here. how about Villain cards? do I go vehicle with it and just run a character at 1 die with AR I do not have a Firespray? if I do elect to go down to 1 die on a character which character? If I don't do I still go vehicle or upgrades, I do not have grappling boas or Dengars flame blade? Do I include downgrades... .brick wall. I just can't seem to answer any of these questions for myself and it always ends up being a giant unfocused mess.
Another example, with the new point costs I just had an idea for Leia1 deck, with ELeia1, Naboo Royal Gaurd, and Satine. Again, easy pickings, suppressive fire, First Aid, Vandalize, Scruffy, Hit and Run, Overkill, Hold out blaster, and brick wall.
I too enjoy building my own decks and playing them.
My rather small suggestion would be to look at cards in 6 sets of 5 when starting and imagine how you would play out each turn if you drew that set of cards. I think once you have done that you'll have a rough idea of what your deck will look like.
You then need to play games, how does your deck go in removing dice and making sure your opponent doesn't do what he wants all the time? How does your deck go when your opponent removes dice? What cards get removed, taken as a single? I know of no "Magic Sauce", just play games and try out things.
Write it all down, what cards were added and removed. Because if some change doesn't work you want to know what the deck looked like before the change.
The key for vehicle decks in particular is to change how you think about your characters. For vehicle builds, your characters are resources and health, not damage dealers or combo pieces. That’s why characters like Rose and Anakin are so great for them. Your goal becomes extend the game and get a support out each turn. Cards like Into the Garbage Chute and Respite can be clutch in those, whereas in a two character aggro build they are trash.
For me, when building a deck, it isn’t the colors that really drive what to include, it’s the play style. Mill kind of builds itself more than others. Combo all depends on the combo. But, most aggro and vehicle deck builds end up about the same regardless of colors. Aggro is about fast ramp, getting upgrades out as quick as possible and using tricks to avoid mitigation. Vehicle is about extending the game and controlling the board as much as possible.
Star Wars Destiny design space was at one point pretty tight, there were only so many ways decks could be built (effectively or otherwise) but today things are quite different. As mentioned already, many decks don't even consider the heroes as anything more than veins to tap and damage soak. Economy, Vehicle, Support, Control, Denial, Claim, swarm decks are just some of the many that can be constructed. I'm not sure there is really a trick to it, I personally find what works is picking a random hero and saying "ok, lets make a deck for THIS guy". They aren't all winners, but what I have discovered is that many hero abilities I might otherwise overlook are actually amazing in the right deck.
I do get "builders block" sometimes, in those cases I just play the decks I have until something inspires me, or I go with a themed deck.. they usually arent very good, but its fun to try to build a deck around a very specific part of the movie stories.
7 hours ago, BigKahuna said:Star Wars Destiny design space was at one point pretty tight, there were only so many ways decks could be built (effectively or otherwise) but today things are quite different. As mentioned already, many decks don't even consider the heroes as anything more than veins to tap and damage soak. Economy, Vehicle, Support, Control, Denial, Claim, swarm decks are just some of the many that can be constructed. I'm not sure there is really a trick to it, I personally find what works is picking a random hero and saying "ok, lets make a deck for THIS guy". They aren't all winners, but what I have discovered is that many hero abilities I might otherwise overlook are actually amazing in the right deck.
I do get "builders block" sometimes, in those cases I just play the decks I have until something inspires me, or I go with a themed deck.. they usually arent very good, but its fun to try to build a deck around a very specific part of the movie stories.
This is probably what is happening. I just completed building a couple Leia (boush) decks that I am excited to test thanks to the new starter. I took her down to 1 die and paired her with 2 dice Satine and 1 dice Anakin with podracers and droids I lack Triple 0 though so I dropped the droids and just went with more other vehicles. I even decided that vehicles werent enough and I added in some big weapons and redeploy weapons because I figured with all that Resource gen I could just abuse big upgrade and support dice. Will likely refine as I play, but I was able to get over that hump and settle on a concept.
Edited by tunewalker