Focus on Your Objectives - Deckbuilding Article

By Toqtamish, in Star Wars: The Card Game

Aahzmandius_Karrde said:

spalanzani said:

Although the dark side dial is still there of course. But then it won't be beyond the realms of possibility to imagine seeing cards that slow that up, too.

With out a doubt since there's already a card that "slows" the dial.

Decoy at Dantooine - Interrupt: When an objective you control leaves play, decrease the Death Star dial by 1 (to a minimum of 1).

Now that's simply offsetting a triggered advance instead of the standard one, but anything that can slow it down is in the LS favor. And since it's an interrupt it will even effect when it's destroyed itself.

Aha! I hadn't seen that one yet. Very thematic card title too, I like it already lengua.gif

spalanzani said:

Aahzmandius_Karrde said:

Decoy at Dantooine - Interrupt: When an objective you control leaves play, decrease the Death Star dial by 1 (to a minimum of 1).

Now that's simply offsetting a triggered advance instead of the standard one, but anything that can slow it down is in the LS favor. And since it's an interrupt it will even effect when it's destroyed itself.

Aha! I hadn't seen that one yet. Very thematic card title too, I like it already lengua.gif

It also foreshadows other abilities to slow or reverse the dial. The DS takes the first turn, but is not allowed to attack. It's going to be the second turn before he gets any damage on an objective let alone destroy it and the dial is already at 2. The one exception would be "Superlaser Blast", but do you spend 80-100% of your resources on turn one and leave yourself defenseless to the LS counter attack?

Interesting that it decreases to a minimum of 1, not 0.

Aahzmandius_Karrde said:

spalanzani said:

Aahzmandius_Karrde said:

Decoy at Dantooine - Interrupt: When an objective you control leaves play, decrease the Death Star dial by 1 (to a minimum of 1).

Now that's simply offsetting a triggered advance instead of the standard one, but anything that can slow it down is in the LS favor. And since it's an interrupt it will even effect when it's destroyed itself.

Aha! I hadn't seen that one yet. Very thematic card title too, I like it already lengua.gif

It also foreshadows other abilities to slow or reverse the dial. The DS takes the first turn, but is not allowed to attack. It's going to be the second turn before he gets any damage on an objective let alone destroy it and the dial is already at 2. The one exception would be "Superlaser Blast", but do you spend 80-100% of your resources on turn one and leave yourself defenseless to the LS counter attack?

Actually, Superlaser Blast is an action, so you can play it on your opponent's turn at the end of their refresh phase. It will be too late for them to flip over a new objective, so they will be down one resource and be less able to mount a strong offensive against your objective. It would be a shocking way to start off a game.

Plus, if you had a bunch of ESPO troopers floating in your deck, you could lay a couple of them down for free, so you have some defense, and still fire your superlaser on turn one. If you drew into enough free allies, you could even commit one to the Force to put the pressure on your opponent to do the same.

I'm actually liking the imperial navy a whole lot, they did a good job with theme and feel there :D

Budgernaut said:

Actually, Superlaser Blast is an action, so you can play it on your opponent's turn at the end of their refresh phase. It will be too late for them to flip over a new objective, so they will be down one resource and be less able to mount a strong offensive against your objective. It would be a shocking way to start off a game.

Plus, if you had a bunch of ESPO troopers floating in your deck, you could lay a couple of them down for free, so you have some defense, and still fire your superlaser on turn one. If you drew into enough free allies, you could even commit one to the Force to put the pressure on your opponent to do the same.

except

Superlaser Balst - Play only during your turn. Action: Destroy a target objective.

Good point on the Espos, but since the OSet is limit 1 it could make it difficult to gather enough in your opening hand.

Aahzmandius_Karrde said:

Budgernaut said:

Actually, Superlaser Blast is an action, so you can play it on your opponent's turn at the end of their refresh phase. It will be too late for them to flip over a new objective, so they will be down one resource and be less able to mount a strong offensive against your objective. It would be a shocking way to start off a game.

Plus, if you had a bunch of ESPO troopers floating in your deck, you could lay a couple of them down for free, so you have some defense, and still fire your superlaser on turn one. If you drew into enough free allies, you could even commit one to the Force to put the pressure on your opponent to do the same.

except

Superlaser Balst - Play only during your turn. Action: Destroy a target objective.

Good point on the Espos, but since the OSet is limit 1 it could make it difficult to gather enough in your opening hand.

Wow. Good catch on the "Play only during your turn." That's two strikes on me for misreading cards in one day. I need to be more careful when I read these things.

I think this is going to be the first game I will buy where I will get it be able to play straightaway without reference to a physical rules booklet! Grand!

gran_risa.gif

Budgernaut said:

Actually, Superlaser Blast is an action, so you can play it on your opponent's turn at the end of their refresh phase. It will be too late for them to flip over a new objective, so they will be down one resource and be less able to mount a strong offensive against your objective. It would be a shocking way to start off a game.

Plus, if you had a bunch of ESPO troopers floating in your deck, you could lay a couple of them down for free, so you have some defense, and still fire your superlaser on turn one. If you drew into enough free allies, you could even commit one to the Force to put the pressure on your opponent to do the same.

You already know the limitation of this card, but you can still play it turn one. Nuke that one per deck opening objective and set the tone for the rest of the game. Yeah, they get a new objective on their turn, but it's a random objective. The only rule to this is you must say "Now witness the power of this fully armed and operational battle station"!

qwertyuiop said:

The only rule to this is you must say "Now witness the power of this fully armed and operational battle station"!

I love this!!!!!