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The Smuggler's Den - A Star Wars Lcg Podcast - Episode 4
Submitted
Darksbane
, Jan 23 2013 04:42 AM | Last updated Jan 23 2013 04:42 AM
Tiny and Ben discuss the power that is the Sith and provide an in depth discussion of how to build a Jedi deck.
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- mischraum, Toqtamish, YogScott and 2 others like this
Podcast File
Download this Podcast!
Total Downloads: 3928
Left Click to Stream. Right Click > Save As to Download.
Podcast Description: | This week Tiny and Ben discuss the power that is the Sith and provide an in depth discussion of how to build a Jedi deck which stands up to the Sith. Moreover, they provide extensive strategies for playing the deck. As usual the hosts also identify their card of the week and Ben tests Tiny's pod knowledge. |
6 Comments
The droids may work better than the espo fodder, even though they're more expensive, they can be replayed after they are destroyed.
It's worse is a very interesting option against interupts.
Dark alliance has two force icons, otherwise you could run this with bespin exchange to toss boba in (Mandalorian armor on palpatine or vader can be good..) It seems like it might have good synergy with the deck design.
Perfect symmetry in a game is fine for a pure strategy game, but in card games it simply doesn't exist and never has and I have a suspicion that if it did exist then the games would suck. Pioleting a great deck build over a current meta challenge is what makes these games great, it also drives the entire "sub-game" of deck building.. that some people like more than even playing. This is the challenge and the fun that imo fuels much of the these types of games real depth of repeat play and makes the “pro†players “feel†like pros.
New packs with new cards swing newer decks into the foreground and older decks fade into fun relics you pull out that are now weak but have a history. People want to win, and win right now... but any player who has played a game for a few years has been on the win win side of OP and on loose loose side of OP.
Also this game is barely out of core, we have only seen spoilers out of core for gawds sake.. Core cards need to be powerful, it is part of the LCG design. aGoT and CoC still run core cards in modern decks years after the core set release. The new Swars packs will smooth out this "balance" problem.
Also, as the game is so new most decks are some newbie player that has played like 5 times total and now is posting a deck, so any new well thought out deck is going to be awesome and own. The first to hit the threads at BGG was the Rebel DD deck... now that this is overcome.. or more accurately "expected".. so it is played around. Now Sith is getting the flack...
In short.... It is all just a lot of qq bitching imo. If people played the game more and talked **** less, balance threads would be a useful resource instead of being just a huge waste of time. I'm not say at this super early stage there is no ballece problems... I am saying that these unproven, these assumed ballence problems are compleatly irrelevent. (at this time)
If you can not name a healthy % of the cards in your oponants deck and understand their use as a deck build, after the 1st three objectives are exposed b4 turn 1.... then just shut the **** up. This is a game about planning and counter strategy based on revealed information.. planning ahead through your turns and original deck building choices. These guys in the cast have it right... you say a deck is OP... **** you .. I'm going ot build a deck to crush it... and all others... now I am OP *****!!
This “balance†issue really pisses me off. This game hasn't even started yet, balance? Give me a fricking break.. lets talk at the end of Hoth.