I’ve been trying to make a Star Wars Destiny video for my new
YouTube page but, as is life I've been having some issues in doing so (I clearly need a better camera,
and a tripod… and a mic). Until I get round to buying those things I thought
I’d write an article on ones of the decks I've constructed (and have been playing) instead.
First we'll begin with a little history as to why I
built this deck. When Legacies got
announced it was revealed that Jar Jar Binks (the most hated character
in Star Wars History?) would be making his debut in the game.
We all laughed and joked about it, saying that just like he
is in the films, he would never be useful and why would anyone want to put him
into a deck… but then, when I bought my
first few boosters of Legacies fate looked down on me and I pulled him from a
pack!
When I told people at my gaming
club the next day the first thing said to me was “Hah, now you have to build a
deck around him!”
Never one to back away I decided to rise to this challenge and
thus this deck was born…
Characters, Battlefield and Plot Card
When basing a deck around Jar Jar one thing seemed clear to
me, his best fit is in a Mill deck. His
dice doesn’t have any damage sides (apart from indirect), which means his
action guarantees you re-rolls on melee
and ranged damage, and ff you leave him as a single dice character it betters your chances of re-rolling almost all dice in
the pool
As I’m going for a
mill deck Padme was an obvious choice. In
this instance I decided to elite her to increase the chances of you hitting the
special. For the final character I went
for a Jedi Temple Guard. This blue
character gives you guardian and 8 health, useful for protecting Padme. His inclusion also allows you to put blue
cards into your deck. His dice is fairly
useless, apart from the shields but you want him to die first anyway.
For battlefield I went for Lothal Command Center, for
obvious reasons and with 1 point left I decided to include the espionage plot
card, which after set up makes you discard the top card of each deck. That one less card to discard later in the
game!
Upgrades, events and supports
When it comes to upgrades and events these are a few I added
into my deck. Diplomatic Protection seemed
like a no brainer to me. For the cost of
a single resource you can stick it on the Temple Guard and when he dies from
one too many guardian dice removals he gives Padme (and Jar Jar) 2 shields. Defensive Stance does similar but is an immediate
effect on one character only. Finally, some
Plastoid Armour can give the Temple Guard some extra health if you can get it
out early enough in the game. My deck
contains 2 copies of each of these cards.
Scramble, Unpredictable and Roll On are all good mitigation
cards. Unpredictable being the stand out
of the three as it also has the ambush key word, and at 0 cost each you can easily
play them without having to worry about any resources being available.
Secret Mission, Friends in Low Places, Patience and Krayt
Dragon Howl are great at getting you to discard your opponent’s cards (Which is
rule one of a mill deck). Patience goes
well with the Temple Guard as you’re not really going to be using his dice, so
removing it to force your opponent to discard is a good trade off. Secret Mission has the added bonus that you
might get a resource out of the discard.
Finally, we’ll look at some of the upgrades I added to this
deck. Ascension Gun is an absolute must
and as such I don’t want my battlefield to be chosen when setting up for the
game. If I win the roll off I’d let my opponent
use their battlefield and take the shields.
If they win I’d be surprised if they would want to go with my choice of
battlefield (unless they are also running a Mill Deck.
Lone Operative if for Padme, and allows her to heal damage
and, when it gets to the end game its 2-discard side can be used to get rid of
cards from your opponent’s hand (handy when they have no deck left!). Datapad, cunning and Force Meditation all allow
you to use the special ability of Padme or Lone Operative as well as give you
come focus and resource sides.
To Sum up
And that’s pretty much my deck. There are few more cards in the mix but these
ones I’ve talked about here are the main ones to focus on. The deck has done surprisingly well in friendly
games against people, wining me a few, although it is beatable and could
probably do with a few minor tweaks. I’m tempted to run it in a Regional's or Store Championship
to see how it would fair against a competitive deck.
What do you think of my build? Do you like the new Jar Jar character? Let me
know in the comments below.
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