Death Star II card cost

By privateer5, in Star Wars: The Card Game - Rules Questions

Dose the Death Star II card have a cost ?

As some card can effect cards with a certain cost

The DSII has a cost of 22. After the cost is payed, the unit flips to its other side and has 22 health.

worth noting that, since we're talking the challenge deck, the cost starts at 22, and is lowered each time the DS dial advances (this is the only purpose of the DS dial in this challenge scenario, is that the cost of DS II is lowered by the amount shown on the DS dial)

Edited by stormwolf27

^^^

This is true. Make certain to read the DSII for additional clarification.

i think what he is asking is

once you have paid for the Death Star 2 and it is in play does it have a cost because on that side of the card there is a - and not a number

so can things like swindled or blockade runner which interact with costs of units interact with it or not

i've sent a rules question in just to make sure

Edited by Valdrain

That is the reason for my question

One member of our play group thinks it is zero cost

I believe in this case, it has a null cost once it's in play (it is not zero, read the "-" in the cost space). I would send a rules question in on this if you're asking for the purposes on whether or not Sleuth Scouts and/or Blockade Runners can get past it, cause I'm not actually sure there's been a ruling one way or the other.

I tend to lean towards them not being able to pass it, since it does appear to have a null cost as opposed to having a cost above 3, once it's in play.

I reserve the right to be wrong about this, but just my 2 cents

So if you look at the way the card is designed and worded, the side with the cost (the number in the traditional cost location) has the text:

Reduce this card's cost by 1 for each point on the Death Star dial.

Action: Pay this unit's cost to turn it over and put it into play.

It's printed cost is on this side of the card; nothing more.

Nate French;

Once in play, it has a cost of "null," and does not interact with cards that reference cost.


Rule Question:
once you have paid for the Death Star 2 and it is in play does it have a cost because on that side of the card there is a - and not a number

so can things like swindled or blockade runner which interact with costs of units interact with it or not

Nate French;

Once in play, it has a cost of "null," and does not interact with cards that reference cost.

Rule Question:

once you have paid for the Death Star 2 and it is in play does it have a cost because on that side of the card there is a - and not a number

so can things like swindled or blockade runner which interact with costs of units interact with it or not

good to know. I thought that might be the way they went on the ruling, but it's good that someone got an official answer.

This challenge deck is not very good. We have played several games (at least 20) and the dark side has only one once. The DS units just are not that good. The interceptors and the death star guards are horrible and the 6 construction droids are a waste (maybe 3-4 in the deck but 6?). The Star Destoyers are too low in health.

Admiral Piett is awesome and so is Moff J but with limited numbers of each make them difficult. Vader and the Emperor are ok but against several decks they are irrelevant.

Again, this is just my opinion, but this needs better units to be more effective.

Background: I ran the Challenge tables over the Worlds weekend with another individual.

Originally, I also had an issue playing the DS challenge deck for many of the reason mentioned above. Since, however, I have realized that I was playing the deck incorrectly. What makes the deck so powerful is the combination of some of the cards, coupled with some good timing. As an example, a first turn play of the shield generator might be a really bad play in some games, but just what is needed in another. Plenty of times, playing two units - like an interceptor now and a guard during their turn - is better than dropping Vader.

In the end, I would say to not give up. The problems with any pre-constructed deck include it not being inside of one's play style and it being a fixed, known commodity. As more decks are released, it will be more fun because what is "absolutely" effective against one might be significantly less effective against another.