Category Archives: Destiny

Planeswalker Apprentice or is it Padawan?

Last night I was round Edmund’s teaching him how to play MtG and Star Wars:Destiny.

After recreating the Rey and Kylo starter sets using a deck list for each I pulled off the internet, Edmund and I played eRey/eFinn vs eKylo/First Order Trooper.

Yes you read that correctly eFinn. I know in the starter set he is just a single die. But there are enough points for him to be played as an elite version.

Did this make the combo too powerful? Potentially, in our two games that character combo with it’s extra dice advantage won the roll off to decide which battlefield is chosen. Edmund and I took turns playing the character combos. I started off with eRey/eFinn, and won the game. But for a first game, unfamiliar with cards, rules etc, Edmund had picked up the game quickly, and played well. When Edmund played the eRey/eFinn combo he won. That was a closer game, both down to our last four cards in hand. Edmund only had Rey left with four damage on, while I only had the First Order Trooper left with five damage on. I wasn’t going to win that match up. I thought that this did make it a more even game for a new player to go up against an experienced player.

Mind you I might tweek the eKylo/First Order Trooper deck by adding in a second Trooper to balance it out a bit more. There is certainly the points to allow it.

It was weird to be playing with just the starter cards again. There were cards I just wouldn’t or hardly use. To get Mind Probe out I’d be using Sith Holocron, and running more abilities in the deck. I’d even be using training to get more Trooper dice out. On the Hero side, Backup Muscle would be a must have. Yeah an interesting experience.

Sadly after our two games there was not really enough time to move Edmund on from being a Padawan to a Planeswalker Apprentice. But hopefully after giving Edmund his first hit of Destiny we have a new convert.

Custom Playmats and a first game of Commander 

If all goes to plan I will have a new play mat for Star Wars:Destiny that will be pretty amazing.

I love this image from Star Wars: The Force Awakens.

Those X-Wings skimming the water as they race to the rescue of Maz, Han, Chewie, Rey and Finn (plus everyone else at Maz’s place) is just iconic to me.

I was hoping we’d see an official play mat with it on. But it hasn’t happened yet. So I’ve had to resort to “borrowing” the above image off the Internet and getting an unofficial version made with it.

If the results are good I might look into getting some Fenland Gamer ones made up.   Some general large ones for game sessions. But if demand or the public cry out loud enough one for our MtG players. Both would be pretty cool. I’d love one of the official Ultra-Pro MtG 6ft play mats for our group. But justifying just short of £100 for that is very very hard. Having club ones that individuals get to buy if they want is an easier decision.

This afternoon Charlie and I met up and played our first ever games of Commander using two of the prebuilt 2017 decks.

Charlie went with the Feline Ferocity deck, so cat tribal with Arahbo, Roar of the Wild as its commander. I chose cool dragons tribal with Draconic Domination and it’s commander the Ur-Dragon.

In our first game after a couple of turns Charlie had a couple of creatures out, and I just had to take the damage they were dealing, and then he dropped Quietus Spike on the board.

Luckily he didn’t have enough mana to equip it straight away. I needed a solution. I could play a dragon and block with it. It would die. But I’d have to keep doing that each turn until I found a better solution. Or I could hope to top deck the answer. Which is what I did on my card draw.

I drew Crux of Fate, chose Destroy all non-Dragon creatures. Wiped the Board clean of all cat creatures on Charlie’s side and removed any targets for that horrible spike. After that I was able to get dragons onto the board and hit Charlie at will. Charlie wasn’t able to draw into any more creatures.

Not being able to sacrifice a creature with Wasitora out meant I was able to get some cute cat dragon tokens out. Plus Charlie did once manage to draw and play a creature but then had to sacrifice it!

Game two saw an early Dragonspeaker Shaman hit the board. Which with my commanders eminence ability meant I was getting a 3 mana discount on casting dragons.

So I was casting big dragons a lot earlier than I should. Charlie still wasn’t drawing any answers and once again took a beating. But give Charlie his dues he was determined that the cats could work.

Game 3. Charlie was giving me rat tokens! I got three before I killed off the Hungry Lynx creating them.

Thing is with Dromoka in play on my side I was putting two +1/+1 tokens on them!

I was attacking at will, with once more the cards hating Charlie, no damage coming back at me. So the inevitable happened again and I won. I wasn’t used to this. I was winning at Magic!

For our fourth and final game we swapped decks. I joked “you know what’s going to happen, I’ll win with this deck”. I was able to play a turn one soul ring. I had some great mana ramp. I played an enchancement that doubled my mana produced by a land when I tapped it, plus gave my creatures +1/+1.

I had a couple of artefacts that I was able to equip on to I think it was Temur Sabretooth. Which with the Commander ability meant it had vigilance, first strike, trample, and was something like a 11/11 when it swung in.

Although Charlie was able to get rid of my enchantment slowing my mana ramp down a little, it was too little too late. He wasn’t drawing any answers and I was hitting him hard with my beefed up creature.

I managed to win with the cat tribe!

The cards were really harsh to Charlie this afternoon, whilst really kind to me. I enjoyed this 1 v 1 game of Commander. But I’m really keen now to try it with more players and see how the politics of the game kick in.

But a great afternoon with a great opponent. Thanks for the games Charlie.

Destiny Dice Storage Solution 

One of the biggest problems for Star Wars:Destiny players is how to store your dice.

With the three sets, two starter sets, 2 player starter the dice mount up fast.

At the weekend the discussion about storage solutions once again popped up on the UK Destiny Facebook page I follow. I skim these posts now and again to see if there is a solution I like. The tool box/tackle box idea I found interesting. But I’ve solved my card storage issue a while back. I went the folder and the special card holding pages you can get.

In this discussion Feldherr was mentioned, but so was Just Lasered. Yes a foam tray looked like the solution I’d been waiting for. So naturally I went with the “cheaper” UK based company.

I went for the 13mm deep tray. I wanted the dice to be easy to get out when needed, and the maximum size they did of 370mm by 275mm. Which I was told would hold 96 dice. I went with 6 trays to give me a total capacity of 576 dice. This also meant the trays were slightly cheaper also. I went with this size of tray because if I put them in a box to transport I’ll be using a KR storage solution. Mainly because I have a KR rucksack that I got a few years back now.

So what’s my opinion of these foam trays? I like them. I like the fact with the 13mm the dice are really easy to take out. The dice fit really snugly, there is no movement at all.

The page for the foam trays says the following “Foam tray up to 370 x 275 with 2mm MDF support.” I’m not sure where the 2mm MDF support is. I can’t see or detect any MDF. But 2mm is pretty thin. So would I?

Naturally with the foam topper in place there is a gap around the edges with the 13mm. Which isn’t an issue for me. The ease of access to the dice easily out weighs this point. Plus I’m going to be storing these at home for a good 99% of the time. At some point I will get the KR box to use with them.

I’m glad I got these for organising my Destiny dice they needed a solution. The game has gone passed that point where you can take everything with you and make decks up on the fly. It’s getting to that point where you will take two or three decks and that’s it. With maybe the odd card that you want to maybe try and see how it does.

You can visit Just Lasered by clicking their name.

Empire at War Box 3 – The Final Box

Ok onto the third and final booster box for Empire at War.

Here are my pulls of rare and legendary cards.








Thrawn was the only new addition to my hit list from before this release came out. Although getting a second Hera was good.

The final post for this will be tomorrow where I summarise what I got. Pick out highlights for me etc. Or basically waffle. See you tomorrow.

 

Empire at War Box 2

Yep be afraid very afraid, 36 more rare and possibly legendary cards from the second booster box opened from the new Star Wars:Destiny set Empire at War.

Here is what I pulled in box 2…













Not a bad haul if I say so myself. 4 from my hit list of characters. Kanan is now playable as an elite. I think all the pulls from yesterday can now be played as elite characters. I also got two of the weapons/vehicles I wanted.

Although I think Ezra, and one or two of the others are too frequent in the packs.

I also got an Ancient Lightsaber that some-one on the Facebook trading/selling page wanted £30 for at the weekend!!!

Final post in this short boring series tomorrow.

Empire at War hits Whitespider1066 Towers

Finally the latest Star Wars:Destiny release Empire at War has hit the stores in the UK. It felt like an age after it’s release in the US last Thursday. It was so hard seeing all these Yanks opening all their new booster packs and the goodies inside over the weekend. There were also the odd release events at the weekend in the UK, where the chance to open some boosters also occurred (but we need a local scene to be able to get that happening).

It was looking like according to the weekly release sheet from the local Asmodee Borg Collective Esdevium that we would have to wait until the 21st to get our hands on the boosters. However my FLGS said the boosters were arriving early. TODAY!!!!

Thanks to Dale giving me a lift over to my FLGS during our lunch break I was able to pick up my pre-order.
My first three boosters opened, three yellow villain cards for the rares. Two characters and a weapon.
So I’ll save you from total boredom and just show you the rares and legendary cards/die that I pulled.

I’m happy I got the EMP grenade.



I was surprised by two of the following cards. I hadn’t heard anything about “Servant of the Dark Side” or “T-7 Ion Disruptor Rifle”. I’m curious to build a deck with “Servant of the Dark Side”, maybe pair him up with FN? That Ion Disruptor Rifle is insane, and has an insane cost to go with it. I think that 5 cost is the only thing stopping this going straight into a FN deck.


So we hit the first of my “hit list” of characters I wanted to pull with Kanan.

I even got a candidate for worst card in the set Chance Cube. Don’t think I will ever be playing this.

A strong finish on the rare/legendary pulls. I’m happy with these three. That “X-8 Night Sniper” is screaming Han/Rey to me.

So that’s the first booster box done and dusted. Reasonably happy with the pulls. I got “Roll On”, “Rend”, “Quick Escape” and “Thermal Paint” on the commons front. So I’m chuffed with those ones.

Right onto box two…

Empire at War is nearly here 

It’s nearly here the third set for Star Wars: Destiny Empire at War (EaW). 

This set brings an emphasis on supports apparently. Plus it features characters from the Star Wars: Rebels cartoon.


There are one or two new characters I’m excited to play with(see collage below). Plus there are a load that we haven’t seen. If I remember correctly Lucas (the designer) in an interview on YouTube said there are 25 new characters in this set! But if I pull these ones to start with I’m going to be really happy.

There are definitely some supports you will not like seeing your opponents play. And absolutely hate to be on the receiving end of. Vader’s Tie Advance is the one I really want to pull here. It’s special is insane.

With the addition of EaW and the newly released 2 player set and the new cards it added, there are going to be some really hard choices to make when deck building. 30 cards is already too small to fit in everything you would like with the current 2 sets.

I’m looking forward to Dale and I cracking open boosters, and building our new decks and dueling away.

Dueling decks

Americans do like their special shopping days like Black Friday, and Cyber Monday. Now for the second year running Disney give the world Force Friday. A day when all the new Star Wars related toys and merchandise are released to the world.

A couple of days before Force Friday hit I did see a rumour that FFG would be announcing a mystery Star Wars related game. Which the poster of the rumour said would be Star Wars: Destiny duel decks.

Come Friday morning or Force Friday morning if you will, FFG announce what is basically a box with two starter sets in it. There is a mix of new cards exclusive to this two-player set and existing cards from the two current Destiny sets.

Like the first two starter sets the decks are only 20 cards each. Plus two characters and a battlefield for each deck. Once again great for learning with, but not tournament legal. So a new player couldn’t buy this, pick the deck they wanted to play, and started playing in a store game night. Unlike the original starter sets, because there are two decks here, it might be possible to take some cards from the other deck to make a match legal deck. I’ve not seen the full card list yet.

From what I’ve seen for existing players of Destiny to get a play set (2 of each card and dice) you will need to buy two copies of the two-player set. Why? Because there is only one copy of each card and die. Which puts the cost for players that way inclined at $60 instead of a casual players $30 for one copy of the two-player game.

Still there are some interesting new cards in this new release. Enough to justify laying out $60? Now that’s a big question.

You can read the full announcement HERE.

Last night while Jonathan is off playing boardgames in a field somewhere up North, and living under canvas for the weekend, Chris and I met up to play games at the usual Friday night spot.

So I introduced Chris to The 7th Continent. Our first game ended pretty quickly. We were playing once again the suggested curse for a first play. However we’d only explored our second map tile when we met our untimely demise having failed to out swim a shark!

Once we recovered from the shock of our sudden death we reset the game and started again. We did better than our first game. But we have hit a brick wall on progressing any further. Luckily it happened at an appropriate point in time that we were going to have to stop playing anyway. I think it’s a good sign that Chris suggested we used the games save feature to save where we were. So next time we play we can pick up exactly where we left off. In fact with the way the game has been designed other players can join in the fun whenever they want. It’s nice that the designers have thought of this sort of thing.

Ok thanks it for this post. I’ll be back tomorrow with news of who sits on the Iron Throne.

The Last Jedi Strikes Back

Today Dale and I had a chance to fit in a game or two of our addiction Star Wars: Destiny.

I played with my “The Last Jedi” deck of eLuke/Rey that I threw together that morning.

My “The Last Jedi” deck was up against  Dale’s latest eUnkar/eVeers deck. Dale is trying to get a Veers weapons deck to work. This interation of the deck was working a lot better. Dale was getting the AT-ST out, along with his Tie Fighter (I hate it’s special of removing shields). It definitely was working better. But compared to my deck very slow.

It was Dale’s turn to be on the receiving end of some action cheating. Which he admitted wasn’t much fun.

Our first games Dale was getting the cards and resources he needed. But I was also getting the stuff I wanted. I was able to keep a nice wall of shields up in front of Rey and Luke most games. Which must have been frustrating. But these games played slower than our later games.

Dale did like targetting Rey first, which was I suppose to try and stop any action cheating as quickly as possible. Whilst I targeted Unkar first to put a stop to the influx of resources from his ability and being able to keep high value cards in my hand. 

I had to take a photo of a couple of the dice rolls because they were just disgusting. This first one was from one of our early games.

This next photo was from our last game of the day. The last two or three games were very quick really. Unkar was dead on turn two. Then it was just hitting Veers hard enough before the AT-ST got to the table, or if it was out did any damage.

I had rolled in Rey, who had force speed and a vibroknife attached to her. The force speed had was showing its special, the vibroknife showed 1 melee damage, and Rey’s die was show +2 melee. Veers had taken 5 damage. I needed to find 1 more point of damage to finish him off. 

On my next action I resolved the special. First of my 2 actions, roll in Luke hoping to get that much needed point of damage. As you can see below I exceeded that by a little. I even had enough resources to pay for that 3 melee on Luke’s lightsaber. Good bye Veers.

I liked the improvements Dale did to his deck. But with the emphasis in Empire at War (the next set) on supports and particularly vehicles. I think this deck will only get stronger and harder to play against. It’s going to be interesting to see what has been added to the game to make this sort of deck viable.

Final score 8-1 to “The Last Jedi”.

FuNkar 2.0

Welcome to my latest deck list for Star Wars: Destiny and a new post graphic.

As regular readers of this badly written blog will know I had an initial version of this list, a 1.0 if you will, that I never put online. However a friend Chris Shaner (game designer, and Star Realms legend) very kindly shared a FuNkar list he was playing, and having a lot of success with. When I compared my list with Chris’s there was some common ground. I’d say around 70% or so was the same.

So what you have here is 90-95% of the list that was shared with me. The differences are down to me not having the cards, or in the case of the battlefield, me forgetting to make a note of the one on Chris’s list. So I’ve put an asterisk next to where I differ.


Battlefield: Starship Graveyard *

Events

  • Electroshock (1 cost, Neutral/Yellow) x 2
  • Flank (1 cost,Neutral/Gray) x 2
  • Friends in Low Places (0 cost,Neutral/Yellow) x 2
  • He Doesn’t Like You (0 cost,Villain/Yellow) x 2
  • One-Quarter Portion (1 cost,Villain/Yellow) x 1
  • The Best Defense… (1 cost,Villain/Red) x 2

Upgrades

  • DT-29 Heavy Blaster Pistol (2 cost, Villain/Red) x 2 *
  • Flame Thrower (2 cost,Villain/Yellow) x 2
  • Gaffi Stick (2 cost,Villain/Yellow) x 2
  • Holdout Blaster (2 cost,Neutral/Gray) x 1 *
  • Rocket Launcher (3 cost,Neutral/Red) x 1
  • Vibroknife (2 cost,Neutral/Gray) x 2
  • Vibroknucklers (3 cost,Villain/Yellow) x 2
  • Z6 Riot Control Baton (3 cost,Villain/Red) x 1 *

Supports

  • Backup Muscle (1 cost,Villain/Yellow) x 2
  • Imperial Inspection (0 cost,Villain/Red) x 2
  • Salvage Stand (0 cost,Villain/Yellow) x 2

My thinking behind the deck

Well I think this section of the post is defunct for me this time. It’s Chris’s deck.

Although as always I went with this deck because I had heard that FunKar was a good deck. Which is something that often influences my choice of Heroes/Villains. Some-one will say online somewhere that such and such is a good pairing. I make a mental note, often there isn’t any talk about cards in the deck, which is what I like. It allows me to make a deck around how I think the characters work together, based on the cards I have in my collection at that point in time.

How I Play This Deck

I’m looking for one or two of the two cost weapon upgrades naturally in my starting hand, along with maybe Imperial Inspection or Salvage Stand, plus a die removal card.

Ideally I want those supports out early so that they can start working in conjunction with Unkar and his die. Unkar and these support with their control really do provide a big thorn in the side for the other player. On top of that it’s really all about using FN and his ability to do as much damage as possible. Getting FN up to two, ideally three weapon upgrades and using his ability is key here. As is making sure that there are weapons on him with redeploy before he gets knocked out. Usually when I know FN is going down I load him up with those redeploy weapons and hold off exhausting the other characters. So usually my first action of that turn is exhaust FN, which forces the other player to take out FN. Any damage I can get out before FN goes is a bonus.

If possible I use the First Order Stormtrooper (FOS) to take any damage that would go to FN otherwise. By this I mean when I get to decide how the damage is allocated then it’s the FOS before FN.

How’d the deck do?

I played this against Dale’s eRey/Maz/Snap and out of four games, won 3, lost 1. Taken from a previous post on the match up…

” I was playing FN-2199 much better than the previous time I played this deck. The two supports Imperial Inspection and Salvage Stand made a huge once I started using them. I had singles before and never played them! The new deck plays 2 of each, and having them out and in play made a big difference. Stripping resources, sending upgrades back into hand. The other tweaks had an impact too“.

Where next?

I may not change the list. Considering that I differ on so few cards.