Dear Jeremy: Ban Snoke.

Signed,  Outer Rim Lanza xoxo Quit putting a band aid on a problem and just ban the most oppressive, broken character in the brief history of Star Wars Destiny. No single character continues to dominate meta and major championships more that an elite Snoke, whether at 13 or 14 points and then continues to dominate the competitive arena (see Denver GQ standard results or I’ll save you the time: Snoke won both). “Should have made him a 15 elite” “Should make the Power Action on damage sides only” “Make the Power Action two damage” None of these solves the issue with Snoke. Not only does he make the meta boring, but he also makes deck building lazy and we have two more expansions before he rotates out. So, unless FFG wants to stop creating 7, 8 and 9 point yellow and red characters with resource sides, just rip the band aid off and join the rest of the responsible CCG community and start your own ban list and start it off with this jack ass. Snoke Timeline in the eyes of FFG and the Community Community: Snoke is a 13-point elite? Let’s find 17 points out of a red and yellow that has resource sides and make a shit ton of money and play a bunch of supports that are not attached to characters and can’t be removed easily. Sounds awesome, but there can’t be that many options? Snoke/Aphra/Battle Droid (Hyperloops SAD) Snoke/Ciena/Sebulba (Crotch Rocket) Snoke/Bazine/FOST (5 freaking dies, credit Continue Reading

Yoda Stormin’ Into Town

Star Wars is inherently about the conflict of Good versus Evil. Since the very beginning each storyline has been laid out as the struggle for righteousness by Our Heroes against the Oppressive Evil. Rebels versus the Empire, X-Wings versus TIE Fighters, Kylo versus Rey. Destiny continues this dichotomy, carefully locking us into the good versus evil battle by making us pick a side. Making us choose whether we want to use the few cooler toys on the good side of the fence or give into ourselves and relish the power that is the Dark Side of the Force. Every once in a while, though, we get to bridge the two. We get to mix and match to see some truly spectacular Star Wars shenanigans they would never show us on screen. The most obvious of these situations is, of course, limited play. In draft or sealed mechanical limitations of the game force Disney to sanction playing good guys and bad guys on the same team. Who could forget the first time you placed Maul’s Saber into the hands of Jar Jar or ran a TIE Fighter and an X-Wing on the same team? The downside to that, however, is that we don’t get to choose the cards we play with. We are at the mercy of RNJesus to decide what good and evil pairings come out of the packs we bust. If we want to carefully craft a mixture of good and evil cards, we’re generally out of luck. About Continue Reading

GAME DEAD! SAVE YOURSELF!

Uh, no it isn’t. With more Galactic Qualifiers fast approaching and no real concrete Convergence meta established, everyone is losing their freaking minds on Force Storm and the chaos it will inflict on the not so prepared. Having played an optimized version of this deck over the last two weeks, I have all the help you may need. Wat Tambor is your problem. Not the Force Storm, and certainly not any other build using Watto. The problem is that 2/3rds of his die sides benefit your Palp player and can build the ramp needed with the resources and then chain into unholy bullshittery (I’m gonna patent that one) with either focus side. He also introduces you to the much-needed red for your blowout removal with Rout and Best Defense, but the real problem is a well-timed Probe that will eat up your hand before the Storm even hits the table. If you give your opponent just one 2 focus on the table from Wat before Palp rolls out and you are ripped of mitigation, here is what your round will look like: Wat 2 Focus into Storm special and Palp 2 Focus – 1 Damage Palp 2 Focus into Storm special and Palp 2 Focus – 2 Damage Palp 2 Focus into Storm special and Mastery 2 Focus – 3 Damage Resolve Storm special – 4 damage Total 10 damage from Force Storm and that is before they Power Action it back out and that is if they don’t hit Continue Reading

NABOO PALACE GUARD DAY 4: THE ENDGAME ARRIVES

This week we have focused our attention around the Naboo Palace Guard and possible combos to make him a stronger player in the Destiny scene. Well today is April 25, 2019. We saved this special list just for today because it could quite possibly be the most broken yet amazing pairing of characters the galaxy…ANY galaxy…has even seen. We still need to find leaders for the Palace Guard Guardian to kick in so in looking for who to play it became obvious of a few choices. No, not Padme. At least not today. We are going to reach outside the known galaxy and find a few partners who can hopefully save the Universe from the Terror to Behold AND Thanos. The Naboo Palace Guard will be using Guardian quite a bit against Thanos to help protect our crew of Avengers. Without further adue, here we go! CAPTAIN AMERICA The First Avenger is the known leader of the current Avengers group and fits perfectly with the Palace Guard. His 3 melee sides at NO cost strike fear into an opponent before they can even blink. At 14 health we don’t even have to worry about cards like Riot Shield. He’s a tank and will require the full attention of the enemy if they want to take him down. His 2 shield sides help support the pairing overall and rival a loaded Palpatine for strongest character in the Star Wars..I mean Marvel…I mean DISNEY Universe! His Power Action does cost 1 resource Continue Reading

NABOO PALACE GUARD: THE GUARDIAN TROOPER YOUR G/F TOLD YOU NOT TO WORRY ABOUT. DAY 3 – CASSIAN BRINGS 2 GUARDS!

Our recent series based around the Sentinel Messenger showed the versatility of the droid in many decks, from the power of Vader to the droid frenzy of Aphra and Grievous. He brings quite a bit to the table for Villain. Is there a character in Convergence that can act similarly to the Messenger for Hero? I don’t know that this character can do everything the Messenger can, but he brings a different set of strengths to the table and can make an impact in whatever deck he is played in. For this week we are going to look at different decks that feature the Naboo Palace Guard and try to see how he can add value to the deck and possibly be the key to winning some games. First, let’s check out the Guard himself. NABOO PALACE GUARD Over the life span of Destiny we’ve seen plenty of non unique characters come and go. In most instances, they bring one small feature to the pairing or just fill out a spot for points and health. As we look at the history of these non uniques we notice a pattern with most: their point total is either equal to or higher than their health. For example, the Nightsister from Awakenings was an 8 cost but only had 7 health. The Tusken Raider, a World Champion character, costed 9 points and only carried 8 health. There also have been a few that broke the mold recently, such as Hired Gun and Nightbrother. Continue Reading

NABOO PALACE GUARD: THE GUARDIAN TROOPER YOUR G/F TOLD YOU NOT TO WORRY ABOUT. DAY 2 – QUI-GON, SATINE, NPG

Trey from Kingwood Hobbies in Houston joins us this week to give his take on an infinite pairing featuring the Naboo Palace Guard. It looks pretty nasty so check it out and the Kingwood Website! Enjoy!   From the very first few months of Destiny I’ve been toying with a two-card interaction that can potentially generate a deadly amount of damage in a single round. That combination? Qui-Gon Jinn – Ataru Master and Resistance HQ. If you can run your opponent out of resources, this pair can turn every card in your hand into a bullet to the enemy’s face. The problem I’ve had is making is stable enough to pull off consistently. Every deck I’ve built around this has been a glass cannon that can do absurd things in the right situation but is vulnerable to having its inner mechanisms wrecked far too easily for my taste. Keeping Qui-Gon alive is something I’ve tried many things to accomplish. The most successful one I could find involved a pair of Rebel Troopers, leveraging their Guardian ability to each damage off the battlefield while setting up a turn where I could mow down the enemy. Born of an age when FFG was still learning how to make cards for the game, however, each Rebel Trooper came with only 7 health for a whopping 8 points. Committing to the Rebel Trooper plan meant I was both cut out of Yellow and committing a full 16 character points to only 14 health of Continue Reading

NABOO PALACE GUARD: THE GUARDIAN TROOPER YOUR G/F TOLD YOU NOT TO WORRY ABOUT. DAY 1 – SATINE/BIGGS/NPG

Our recent series based around the Sentinel Messenger showed the versatility of the droid in many decks, from the power of Vader to the droid frenzy of Aphra and Grievous. He brings quite a bit to the table for Villain. Is there a character in Convergence that can act similarly to the Messenger for Hero? I don’t know that this character can do everything the Messenger can, but he brings a different set of strengths to the table and can make an impact in whatever deck he is played in. For this week we are going to look at different decks that feature the Naboo Palace Guard and try to see how he can add value to the deck and possibly be the key to winning some games. First, let’s check out the Guard himself. NABOO PALACE GUARD Over the life span of Destiny we’ve seen plenty of non unique characters come and go. In most instances, they bring one small feature to the pairing or just fill out a spot for points and health. As we look at the history of these non uniques we notice a pattern with most: their point total is either equal to or higher than their health. For example, the Nightsister from Awakenings was an 8 cost but only had 7 health. The Tusken Raider, a World Champion character, costed 9 points and only carried 8 health. There also have been a few that broke the mold recently, such as Hired Gun and Nightbrother. Continue Reading

WHERE DID ALL THE ROUTS GO?

I NEED MORE ROUT! Convergence has been out for right at 3 weeks now and most in the community have opened boxes in hopes of getting those sweet new cards. Some were looking for Captain Phasma, while others searched high and low for Emperor Palpatine. Now that the community has had a few weeks to swap cards and buy those they didn’t get there’s been a strange disturbance in the Star Wars Destiny Uncommon Force. No one seems to have Routs available for sale or trade! When I opened my packs on release day my goal was to get 2 playsets of everything except Legendary items and get 1 full playset of those. For the most part I was successful but a few cards did manage to slip through my fingers. I only ended up with 2 Hampered, 2 Riot Shields, 2 Forsakens, and 3 of a few others. I managed to find 2 Riots as well, but as I started trying to make trades and looking online for those missing cards I noticed most online stores that sell Destiny products were out of this card. As of this article, the ONLY store I could find that had any available was Kingwood Hobbies out of the Houston area. I tried as many other websites that I know sell product on a consistent basis and no one had any for sale. Kingwood’s site stated they had “a few left” and were 7.99 each. YIKES! That’s in the range of an Easy Continue Reading

THE FIRING SQUAD

In today’s article we have special guest writer Trey Dismukes from Kingwood Hobbies in Houston talking some more Trooper action. Trey provides a great service for the community, including the “Build a Deck” feature that is very popular. Make sure to check out his site at the bottom of this article. Enjoy! – Matt Rice   I like to start my decks with the seed of an idea. Some spark that gives my imagination a chance to run wild. Often, for my own decks, this comes from a single interaction that catches my fancy. Whether it’s an interesting card that I feel isn’t getting enough love, or even a single interaction between cards that I feel could act as a force multiplier on a game state. Whatever it is, I start with that and work outward. Finding cards and themes that push whatever interesting thing I’m trying to feature in this deck. Often, I cheat at this and work with decks where other people have the seed idea. They come up with something they like, and I take it and run to build a streamline, efficient deck. I’ve had several ideas for Convergence ranging from wildly complex to downright simple. The first deck I want work with is one we will start simple on. A straightforward, mono Red Hero Trooper deck. I’ve had a soft spot for this deck ever since I laid eyes on Rex in Legacies. There have been quite a few cards that do very powerful things Continue Reading

IT STARTED OUT WITH KES, HOW DID IT END UP LIKE THIS?

When Convergence first released, the first deck I planned on building was going to include Enfys is some way, shape, or form. I absolutely loved her power action, especially when paired with other scoundrel cards that would be releasing in Convergence and Allies of Necessity. But, as I opened packs and began formulating what I wanted in my first Convergence Standard deck, I became very intrigued by Kes Dameron. But, more importantly, who he could best be paired with in the new standard.   Kes Dameron – Coming Out Of His Cage, Doin’ Just Fine   I’ll start out with Kes’ dice sides. Kes has a 2-range, 3-range for a resource, 1-focus, 2-focus, 1-Resource, and a blank. Overall, pretty decent sides if you ask me. He has some solid damage sides, and also has focus sides which are always a big plus in this game. However, if he were only a character with those dice sides, there could be better options for a 13/16 point character. What truly sets him apart is his action. Kes’ action is simple in nature, but can be very powerful in its use. Simply stated, his action allows you to resolve any of your trooper dice in the order of your choice. This ability, as I found out, is extremely helpful in getting damage out quickly. By using his action, you are able to both resolve his focus dice on other trooper dice to sides showing damage, and then resolve them without giving your opponent Continue Reading