...Singing the Songs of Angry Men

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Derivado de
Empty Dice at Empty Tables 71 57 25 2.0
Inspiración para
...Singing the Songs of Angry Men 4 3 4 2.0

Dave Sharona 601

This list is derived from my "Empty Dice at Empty Tables" Kylo/Vader build. The difference is this: CONSISTENCY.

So you still roll blanks? That's ok. So do I.

But worse....do you PULL BLANKS? My issue with Kylo Ren - Vader's Disciple was always that at least one of his specials I would pull a Zero Cost Card and it would be a complete waste of my time. Captain Phasma gives you access to momentum-generating cards like Tactical Mastery while also having a MUCH more consistent die as well as a special side that does a guaranteed 2 damage.

And if, by some miracle you roll four perfect zeroes, this team can pump out twelve damage. Turn one. With no upgrades, and no reactivation shenanigans.

The point of this deck is free upgrades, so that you have money for Darth Vader - Dark Apprentice sides, New Orders when you (like me) roll terribly for initiative, or even better want the shields on Vader, and extra money for Lightsaber Throws and to pay for force powers if you somehow whiff in Holocron Town.

Depending on how play testing goes, I might bring back Rise Again...again. Lord knows I love the healing and free upgrades! Also considering dropping two force powers for something like Rejuvenate, but time will tell.

Anyway, leave a comment! Make a suggestion! Play Destiny!

16 comentarios

Dave Sharona 601

As you will note, I've scrubbed a few "blanks package" cards in the name of consistency!

Rhaplanca1001 1

Was the twelve damage thing a joke, or am I missing something?

Dave Sharona 601

@Rhaplanca1001, Nope! If you can put up six damage with Darth Vader - Dark Apprentice, which you absolutely can and must, then Captain Phasma - Ruthless Tactician's special deals three instead of two. That's twelve natural damage in four dice

Ion87 25

@Dave Sharona what do you think about adding in a The Best Defense... or two? Perhaps pull out a Lightsaber Throw ? I'd imagine damage output won't be an issue for these two characters. Just a thought for some more control. Else, if you feel there's enough control/manipulation, adding in No Mercy as a closer?

Dave Sharona 601

@Ion87 So far, money has been pretty tight in this deck, more than I expected at least. That and the amount that I'm relying on specials is the only reason No Mercy wasn't in here from the jump, although I'm considering putting it in now.

The Best Defense... is seriously one of the best removal cards in the game, so it's worth taking a look at for sure, but there's a suite of 8 removal cards in here as it is, all of which are on the "pretty darn effective" side. If I added TBD, I'd most likely want to remove overconfidence.

I could see going down to one New Orders and possibly losing one Lightsaber Throw for a pair of No Mercy, losing the Overconfidence for The Best Defense... but it's going to need more testing either way.

Ion87 25

@Dave Sharona cool! Glad to know some of those ideas aren't totally bonkers lol. Thanks and hope to mess with these two characters myself soon. I'll share if I find a revelation.

striatic 1

What is the strategy if you don't find Holocron early or are up against a deck that can easily discard Holocron? Basically, what do you do if you can't follow through on "The point of this deck is free upgrades", other than Force Speed?

Do you just lean into the character dice and chuck the Holocron dependent cards for re-rolls while using the resources you get on control events and Vader's pay side?

Dave Sharona 601

So far, the upgrades are NOT the bulk of the damage here. So even if they don't work, save the money for removal and Vader pay sides and chuck Holocron mats to re-roll. I've only had a handful of games so far, but that has been working

striatic 1

Maybe consider dropping 2 blue upgrades for something like Enrage. Still 2 force abilities per Holocron, with more resources to get them out without Holocron or to pay for Holocron roll in and also gain some ability to dodge disrupt shutting down your control and pay sides.

Rhaplanca1001 1

Oh, sorry. By "perfect zeroes" you meant Special sides, you were talking about rolling blanks earlier so I thought zero meant the bad side what does nothing.

Dave Sharona 601

@striatic I've thought about Enrage, but EVERYBODY goes after vader first. He needs every health he can get with that special. Might slot in Logistics, though.

Also might pull the Datapads for something more utility like Imperial Discipline, but haven't gotten there yet.

Rhaplanca1001 1

Would you consider Force Lightning in this deck instead of one of the other force powers? If so which, and if not, why not?

Dave Sharona 601

@Rhaplanca1001 Sure! If I had one, I'd test it over Force Push, but I have had good luck with push and consistency. Adding to the damage ceiling would be great, though

Omnishambles 1

I have a very similar build but chose Force Lightning over Mind Probe. Either card is only ever going to get played with a Holocron, and the synergy of the ranged side, plus the ability to remove dice is a big pull.

striatic 1

If money is tight in this deck, try playing "Mobilize". The idea is that on rounds where you end the turn on one resource, it is your first play of the subsequent round.

Dave Sharona 601

Interesting choice, @striatic, it's a bit slow for my tastes and having that many resources at once on standby is unlikely for me, due to Darth Vader - Dark Apprentice pay side and the need for mitigation. Could definitely be cool in another context! I don't find myself wishing for resources, I just find I'm using both each turn (to great effect)

@Omnishambles, I can't take out Mind Probe. In the last three games I've used with this deck, a mid-game Tactical Mastery to roll in Captain Phasma - Ruthless Tactician with a Mind Probe has resulted in an immediate 8 damage. Usually game-ending. Can't have that swing with Force Lightning, even though it's a GREAT card