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Feel Your Anger



Feel Your Anger

Feel Your Anger

Type: Event
Cost: 1
Count the number of blanks (–) showing on an opponent’s dice. Remove that many of their dice.
“Let the hate flow through you.” – Emperor Palpatine
Side: Villain
Color: Blue
Rarity: Common
Number: 82
Illustrator: Matt Stawicki
Want to build a deck using this card? Check out the Star Wars Destiny Deck Builder!


6 Comments

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KennedyHawk
Dec 03 2016 04:46 AM
This card gets a second star from me just for theme. Other than that it's a very win-more card situational use I suppose
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Ironswimsuit
Dec 04 2016 01:31 AM

It might be good for decking attempts...maybe.

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Abyssalfury
Dec 04 2016 02:14 AM

It's absolutely capable of changing an entire turn. If an opponent rolls a couple of blanks, you can wipe their good results, and they'll still have to use resources (and a little luck) to make the blanks usable. Yes, it's reliant on the opponent making bad rolls, but at 1 cost it's cheap for the potential payout.

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KennedyHawk
Dec 04 2016 05:59 AM
Maybe it's just me but outside of trooper builds my opponents rarely roll blanks unless they already have a crappy set up

I roll blanks all the time. ALL. THE. TIME. 

 

Like a lot of dice manipulation effects, this one is a bit situational, but even if it gets just one good die off the table it's a good deal resource-wise IMO. And there is definitely potentially for an above-the-odds result. 

 

I have played it (to good effect against Abyssalfury even), but as my collection grows it might be squeezed out of my decks.

Maybe it's just me but outside of trooper builds my opponents rarely roll blanks unless they already have a crappy set up

 

The figures aren't hard to crunch. Just total up the fractions on all their dice, and that's how many blanks on average they'll roll. So, typical 3-4 dice start with 1/6 blanks, is an average of 1/2 to 2/3 blanks per turn.

 

For sure, a trooper build is going to add 1/3 blanks per turn per trooper, but worst case scenario is 3 dice on opponent's side for playability roughly half the time. Once the upgrades start stacking up, this card gets better and better.

 

Odds are that this card will see an opportunity for use during a game, though admittedly not always when you want it to. But the fact that it's any dice makes up for this, as does the rare opportunity to remove more than one dice. In balance, I'd rather have Electroshock than this, but I'd rather have this than Deflection.