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Star Wars: Destiny


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Recent Card Discussion
Force Throw
*****

Today, 10:05 AM by mic

you can throw your own dice at the opponent as well

Cargo Hold
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Apr 23 2017 10:45 PM by ikeebear

Unless stated otherwise, we should just play the card as written. Unless FFG actually intended this to be affected by play restrictions, there is no reason for it to mention play restrictions.

 

Cargo Hold 'moves' upgrades, which is different to 'playing' them. Moving an upgrade isn't affected in any way by restrictions that apply to playing them. Granted, they put clarifying text on Sith Holochron, but I think that's primarily because 'switching' is not as established a term in CCGs/LCGs. In fact, the existence of the clarification text on Sith Holochron and the absence of further clarification in the Rules Reference regarding 'switching', the real confusion is whether Holochron can be used to attach a blue ability upgrade to a character that has a play restriction on it that would otherwise prohibit it (e.g. Royal Guard) ... but I digress. 

 

tldr: 'Moving' is different to 'playing' and play restrictions don't apply to moving effects. Therefore, Cargo Hold's effect is not affected by play restrictions and, no, you can't force an upgrade discard due to moving (although an upgrade would be discarded if an upgrade is moved to a character that already has three upgrades).

Finn
***--

Apr 23 2017 08:27 PM by N0sh0w

His card says you can attach any weapon to this character, making me think you can only attach them to Finn. But it also says that you can include red villains weapons and vehicles in your deck. So does that mean you can also attach a red villain weapon/vehicle to your other non-Finn characters as long as Finn is one of your characters? 

BB-8
***--

Apr 23 2017 08:22 PM by N0sh0w

I'm hoping that someone can explain this card to me in detail. I am new to the game and this cards special confused my wife and I during our first game. What good does it do to leave this die in your pool after resolving this ability?

Force Throw
*****

Apr 23 2017 08:18 PM by N0sh0w

Is it only an opponents dice, or your own as well?

Jedi Robes
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Apr 23 2017 08:15 PM by N0sh0w

Do you get to add a shield to the attached character each time you roll the Jedi Robes dice, or only once when you first attach it to a character?

Use the Force
*****

Apr 23 2017 07:51 PM by N0sh0w

What exactly does spot mean in the text?

Cargo Hold
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Apr 22 2017 07:55 PM by Gosgosh

Wow, way to go FFG ^^ Any suggestions about the missing part: what about restrictions? Can they be ignored? Can we force a upgrade discard if the relocated upgrade is not compatible with the new character?

Questions over questions...

Use the Force
*****

Apr 18 2017 06:43 AM by ikeebear

Any.

Use the Force
*****

Apr 15 2017 03:56 AM by Kfisher109

Is this ANY die or only one of your own die?

Mind Probe
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Apr 05 2017 12:52 AM by ikeebear

As with Poe, Holochron makes Mind Probe more than an 'end game card'. A first round Mind Probe is very doable and very powerful ... so you're motivated to run two in decks with Holochron.

 

So, I'd say your statement is true of hero decks, but perhaps less so for blue villains.

Mind Probe
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Apr 04 2017 04:19 PM by pantsyg

The more I play, the less I run 2 Probe (or 4-cost upgrades in general, for that matter) outside of Poe. Since you can go through a huge part of your deck in most games with a 30 card deck and drawing up to 5 cards each turn, you don't need to double up on your end game cards as much as in other games to have a good chance at seeing them. 

Mind Probe
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Apr 04 2017 06:02 AM by ikeebear

I think it's definitely good enough in some decks. Holochron makes it essentially free. Poe can resolve it with his special. 

 

However, I think it's fair to say that the longer the game goes, the more options there will be and the more likely there will be other suitable alternatives.

 

I think a second Rey starter for a second Force Throw (and maybe a second Finn die) is much more valuable than a second Kylo starter ... but I personally bought a second Mind Probe as a single (in addition to the second Rey starter).

Mind Probe
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Apr 04 2017 12:38 AM by GodotIsWaiting4U

Is Mind Probe good enough to run as a two-of? I guess my real question is: should I get a second Kylo Ren starter set, or is one probably enough?

Ace in the Hole
***--

Mar 31 2017 04:32 AM by ikeebear

This is a pet card for me, not just for Crime Lord but also (and more frequently) Thermal Detonator. I also don't mind rolling in Flamethrower with it, although that's a lot more prone to randomness.

 

It'll be interesting to see if Friends in High Places just flat out replaces Ace going forward.

Cunning
****-

Mar 24 2017 02:22 AM by Abyssalfury

No that's not correct. You most certainly can force choke the character owning cunning...see you have been already caught in this loop of interpretation. 

 

That's not what he said, or what you originally said. The original discussion was about Force Choking the character with Force Choke, not with Cunning.

 

You *can't* Cunning to copy Force Choke and then resolve it against the character that has Force Choke because Force Choke has to be used on another character, and Cunning doesn't change that.

 

You *can* Cunning to use Force Choke on the character equipped with Cunning because Force Choke has to be used on another character, and Cunning doesn't change that (assuming that it's not a Yellow character that has both via Holocron).

 

Anakin works the same way. Cunning still references the original card when it resolves. That's why Force Choke can't be used on the character with Force Choke. It's why you can blow up Detonator's with Cunning. It's why Anakin hits himself in the face if you Cunning his special.

Cunning
****-

Mar 23 2017 12:29 PM by DarthBlade

Correct. This isn't an opinion. It's how the card is worded and therefore how it works.

No that's not correct. You most certainly can force choke the character owning cunning...see you have been already caught in this loop of interpretation. 

The Power of the Force
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Mar 15 2017 12:19 AM by Abyssalfury

Giving specials a value doesn't matter. Specials have a value of 0, but I don't think the game specifically states that value can't be changed - however there's nothing in the rules that references the special's value when you resolve it. So even if your special has a value of X, that doesn't mean you get to resolve it multiple times. It just means that you resolve it as normal, but it technically had a higher value when you resolved it with no actual effect on gameplay.

The Power of the Force
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Mar 14 2017 06:48 PM by Wrath
No you can't. It modify only a number on your dice to the number of Upgrades you have. Special don't have number
The Power of the Force
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Mar 14 2017 07:39 AM by RafLarkin

I have a fun question. What if you play this card on a special of any card and you have 3 upgrades. Can you resolve 3 times this special ? I'm curiosue what you think about that.

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