We are in a gaming and Star Wars renesaince right now. It has never been a better time for Star Wars or gaming. And with card games specifically right now we have two amazing games. SW LCG and Destiny. Both from FFG.
At first glance they may seem like polar opposites... Ones a "pay to win ccg cash grab without product and random dice with no skill... And don't forget dead as well"... And the other is a "dying game without theme". But the truth is those sentiments couldn't be further from the truth. The people who love Destiny don't need me to rehash why Destiny isn't what some people say it is... But as the newer game with an influx of new blood it really doesn't need help. What does need help is the SWLCG.
TL:DR, If you love competitive card games, and you love Star Wars, and you love Destiny... You owe it to yourself to check out Star Wars The Card Game. Many of the game design elements you love about Destiny are pulled straight from the LCG.
If you are interested in learning more... Read below about why people love the game. We could use you. For this game to be lost to the annuls of history would be a dark mark on all of gaming :
I played magic a bit as a kid along with the Star Wars CCG (such a good game) it wasn't until the Star Wars LCG that I truly got into the competitive scene. But why?
Well.. below you can see 5 distinct reasons why the SWLCG may be the best designed competitive card game ever made and why it's player community, while small, is fervently in love with it.
1) Draw - amazing hand control. Manipulating how fast you draw is built right into the game (dumping hand in edge battles, maximizing cycling with cards like Fall of the Jedi, ect..) are all things that separate good players great ones. But its the system itself - that you refill to reserve (full hand), that really gives this strategic and tactical depth. From what I know about most card games this simply doesn't exist. Draw is almost always punished in some way. In Netrunner it takes your actions - in magic it takes space in your deck as cards (or you devolve into top decking...in thrones you do get 2 but if you can't stop intrigue challgnes you are effectively losing one of those cards every turn (although in thrones defense hand protection is part of the game and cards in hand are a resource to manage which I like)
2) Multiple Card Uses - No dead cards EVER. Even a 0 pip card in your hand is a bluff to your opponent. They just don't know what it could be - and how much they have to go in to win edge in a battle. Every card has value at every single point in the game. You are always making tough opportunity cost decisions. In thrones if a character dies their dupes become glorified hand protectors, in netrunner they work as life/agenda protectors, in magic too much mana or not enough mana puts you at a severe disadvantage
3) Force struggle - basically a reward for managing your board state well... very similar to dominance in thrones. It's not enough to just have board superiority with alot of units/enhancement and a hand full of tricks. You need to think what happens if you let that death star dial go up 1 more or allow 1 lightside damage through. Its a very subtle but highly impactful way of giving you a reason to not push all in on attack every turn (similar to edge battles)
4) Edge battles - beyond providing a use for every card - this system creates a very tactical battle experience. Winning edge doesn't mean you win the battle - and the shifting priority of striking is really just fantastic and really makes you think before attacking in a way I've not experienced in many games... Think about activating and resolving dice in Destiny. It's a very similar back and forth tactical struggle
5) The pod system - every deck change ultimately is 6 cards - and that is something pretty amazing - and will continue to be more amazing as our card pool grows. Its not that hard to throw together 30 to 40 of the best cards in a 50-60 card deck. But throwing together 5-10 pods that all layer up to a strategy, being forced to use items that might see less play (like a 1 blast chud or even vaders lightsaber) - forces you to make the most out of what you have vs min/maxing all the time to suceed within the amazingly complex and interesting game system the SW LCG provides. And this also allows you to use cards that in magic or even destiny to a smaller degree... You'd never use (looking at you Lukes Lightsaber)
This is just a small overview and barely touches the depth of the LCG. There may be terms you don't recognize but at the end of the day it is pretty clear to me and probably anyone who has put alot of time into each of these games that if you like one chances are you will like the other.
This is not a zero sum game. Both games are fantastic. Both games can thrive. If you have the time... You could do alot worse than playing both.
If you are interested in learning I'll be at worlds and very willing to demo!
May the force be with us
