Infinite Possibilities – Back and Stronger Than Ever

That alt art looks pretty sweet right? Yeah we thought so too. Thanks to Parker Simpson for making a great Mace Windu with a throwback to the OG Clone Wars series! If you’re interested in how to get your hands on some of our cool alt arts check out the bottom of the article for information on how to join our social media outlets!   When Mace Windu, Jedi Champion, came onto the scene with Empire at War we had never had a character with a 4 damage side. It was unheard of and showed how powerful Mace really was in the Star Wars Universe. Guy did beat Palpatine until Anakin came in. Plus anyone who wants “BAMF” on the bottom of their lightsaber is not someone you want to see in a fight. His point cost though definitely limited his pairings and virtually guaranteed he would not get an elite partner. So the community needed to find someone with one decent die and some bonus abilities to compliment Mace. Enter Maz Kanata. Her one die cost at 8 fit perfectly with Mace and her ability after activation (as I’m writing this all I hear in my head is ORS-Lanza saying “Maz’s Ability” every time he would roll her in and how I wanted to flip the table) meant she could resolve damage on Mace or take money without the fear of an opponent mitigating die. She was yellow which allowed for blue and yellow mitigation to combine into a Continue Reading

Infinite Possibilities – Top Gun

Hello fellow Smugglers, ORS-Dash-Rendar here with another edition of Infinite Possibilities. Today we will be visiting the past once again with an infamous character and try to bring that card into the future. The pairing I chose for this article is none other than Poe Dameron – Ace Pilot and Satine Kryze – Hope of Mandalore. The Poe decks of old had help from Maz Kanata to action cheat into his special. While Satine can’t action cheat on her own she does have a lot of offer that Maz wasn’t as proficient in achieving. First of all she is much better at making money and her activated ability is very good for her point cost. Secondly she is much less squishy at 9 health and lastly her two indirect side is often going to go untouched by your opponent so that little extra damage is welcomed. UPGRADES This deck still runs Cunning, but with it being a Yellow Character only it can only go on Satine. Moxie, however, can go on either character and offers more ways to get the beautiful Poe special going. Cunning will be able to also use the special from both the Thermal Detonator and the V-1 Thermal Detonator for bonus damage. No blasters or lightsabers needed in this deck. We want specials that can hit early and often. SUPPORTS We are running the Awakenings Millennium Falcon because it has a 4 ranged for no resource cost and also has a 3 discard side that is Continue Reading

Infinite Possibilities – Sith Lord Edition

An Infinite deck strategy formulated by our very own Thomas Brown, aka ORS-Dash-Rendar. He is mixing it up with Convergence and trying a different mill strategy where cards are taken from hand and with heavy control on opponent’s dice. Enjoy! This is a hand control deck that looks to mulligan for Count Dooku’s Lightsaber or Lightsaber Pull in your opening hand to leave your opponent with a 2 card starting hand. I prefer Darth Vader – Sith Lord over Thrawn – Master Strategist due to Vader already having great damage sides on his dice and his synergy with Close Quarters Assault. While Thrawn is a great choice and does give you hand knowledge, if he misses his call then your opponent still has 5 cards in hand. Vader instantly forces a discard with his activation. This paired with Count Dooku’s Power Action means every round there will be 2 cards removed from the opponent’s hand. Over time this will force more critical choices on their part as to either discard key upgrades or supports or quality mitigation from hand, leaving Vader to do what he has done since the game started. But how would a deck like this run overall? Let’s go through and talk key cards from each area of the deck starting with the Event package.                                 VS  EVENTS SUITE With the format being infinite you have a plethora of great mitigation options from Continue Reading

RIP Chewie

Peter Mayhew’s life ended last week, but the mark he left on this world will remain for a very long time. Both as our beloved Chewbacca and himself, Peter was a positive impact on everyone around him. While I never met the man personally, as a person of height I always admired him from afar. Living in you people’s stumpy world takes a lot of bending and contorting, and Peter pulled it off with grace and aplomb. It’s with Peter in mind that I give to you not one, but two decks centered around our great, shaggy hero, Chewbacca. The first deck is built around Peter’s Chewbacca. A character from Spirit of Rebellion, the original Chewbacca never found much of a home. In a world of blisteringly fast Poe specials and infinite weapon overwrites, the Loyal Friend never found a place at the competitive tables. It was only the kitchen table where his loyal devotees sleeved up their beloved walking carpet to chuck some dice and slay some baddies. This deck probably won’t take down many Infinite tournaments either, but if you’re looking to do some damage with our dearly departed Chewie, you might have a good time with this one. Chewbacca has a couple of unique and interesting bits to build around. First, his health. At the time, 12 health was shockingly high life total, only rivaled by OG Vader and Palpatine themselves. Even now, 12 health gives you the time to setup positions that less tough characters simply Continue Reading

No Bans. Let’s Go Defeat Snoke.

With the recent GQ results and Jackal Hunt coming in showing how well this deck can perform, I wanted to look at some ways to counter Snoke, and specifically Snoke/Watto/FOST. In our article yesterday ORS Lanza stated how he wanted Snoke banned from the game to deal with his constant place at the top of competitive results. I can’t say I agree with him about a ban but he does bring up good points concerning Snoke and his Power Action and point cost. I’m more in the camp of leave Snoke alone and look at the characters and supports surrounding him. However, there are others who to take his Power Action and make it “Deal 1 damage to a character to increase that character die by 1, or deal 2 damage to increase it by 2.” We have seen dealing a character 1 damage just doesn’t deter anyone from using the Power Action. I don’t know that a 1 point bump again will help as people will still find ways to ask “Is this second character Snokeable?” Snoke last Regional season was a winner of 15 regionals out of the 76 total, coming in with a win percentage of just under 20 percent at 19.7. That ranks third behind the Terror to Behold and Yoda.  2018-2019 Regional Championship Results  I have attached the link from last regional season so you can see the many pairings Snoke won with during the season, and a big thank you to i Rebel for putting Continue Reading

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