Logan Prather

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Logan Prather last won the day on May 15

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About Logan Prather

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  1. In many competitive card games, one of the biggest obstacles in deck design is the concept of resource constraints. Hey, not every card in your deck can be ‘Mind Probe’ and ‘One with the Force’, right? Regardless of the deck, regardless of how much resource generation you plan to incorporate in your deck, at some point or another you will end up bottlenecked by a lack of resources. In the next [REDACTED] words, we’re going to take a look at the concept of a resource curve and how it benefits us in deck construction. Historically speaking, the term “curving out” originated in Magic the Gathering around 1994, when players John Schneider and Paul Sligh developed a deck that did not rely on power, but rather efficiently using their resources in the early turns to press an advantage, forcing the opponent on the back foot. [Hey what gives? I thought this was a Destiny article? It is, bear with me for a second.] This may be the point of origin for this concept, but its general praxis applies to all resource based games to some degree. So, let’s talk about the concept of resource management in Star Wars Destiny. Now, resource acquisition of course is dynamic in the game, where you are guaranteed two resources at the beginning of every round, but your die rolls can also generate resources. Assuming you’re running a standard team with 2-3 characters with four dice, the maximum number of resources you can plan for is 2-6, but only two of those are reliable. Again, this is an observation in a vacuum disregarding variance and manipulation via game based effects. This information can take you in 2 different directions; you can either design your deck to generate resources in order to deal with the expense of your abilities, or you can design your deck to deal with the resource constraints native to the game. Let’s take a look at the argument of power versus price. Let’s look at the Stele Open winning deck, eHan/eRey: Han Solo - Scoundrel (x2) Rey - Force Prodigy (x2) Supports: 2x Awakening 2x Infamous Upgrades: 2x DL-44 Heavy Blaster Pistol 2x Holdout Blaster 2x Hunker Down 2x Jetpack 2x One with the Force 2x Rey’s Staff Events: 2x Heroism 1x Reversal 2x Riposte 1x Second Chance 1x Scavenge 2x Unpredictable 2x Electroshock 2x Draw Attention 1x Deflect This list looks a little different than a lot of popular builds. Upon a quick review, we see that this deck contains 11 zero-cost cards, 7 one-cost cards, 6 two-cost cards, 4 three-cost cards, and 2 four-cost cards. This gives us, on average, a standard cost of 1.3 resources per card. Ideally, you want to have your average cost of cards in deck to be below that magic number of two resources to ensure that you can reliably play these cards. This deck, of course, is focused on a slower game with its mitigation and shield generation, so it would fall into the midrange category. Now, what would an aggro deck look like based on this information? Looking back at Stele Open, we have a Veers/Bala/Nightsisters deck in the top 4 that has an average resource cost of .86 resources per card! Let’s take a look at that deck: General Veers - Field Commander Bala-Tik - Gang Leader Nightsister Supports: 2 Backup Muscle Upgrades: 2 DH-17 Blaster Pistol 2 Holdout Blaster 2 F-11D Rifle 2 Jetpack 2 Hunker Down 2 Promotion Events: 2 Deflect 1 Cannon Fodder 2 Feel Your Anger 2 Flank 2 He Doesn’t Like You 2 Intimidate 2 Probe 2 Tactical Master 1 Unpredictable With the release of Spirit of the Rebellion, the ability to trim down resource costs has become even easier, with the advent of cards such as ‘Force Speed’, ‘Destiny’, ‘Caution’, ‘Suppression’, and many other powerful zero-cost effects. In my next piece, I will go over updating a preexisting archetype in such a way as to take full advantage of the new options to curve out.The odds of you ever being bottle-necked with this deck are considerably lower meaning that “curving out” will be easy, and even leaves you room for mitigation via events. Given the layout of the tournament, this deck is able to handle a lot of traditional decks by just being able to do more things per turn than the opponent. Having tested both archetypes, this deck feels like it has more action economy than Han/Rey at times, given that they are usually left passing at the end of a round for fear of an unrelenting onslaught if they claim. Additionally, the highest cost in the deck is 2 resources across a total of 6 cards, meaning that you will typically have lots of additional resources, granting you more leeway with the types of effect dice you run as you can more consistently afford to pay the resource cost of the die if it should happen to possess one. Thanks for reading!
  2. In many competitive card games, one of the biggest obstacles in deck design is the concept of resource constraints. Hey, not every card in your deck can be ‘Mind Probe’ and ‘One with the Force’, right? Regardless of the deck, regardless of how much resource generation you plan to incorporate in your deck, at some point or another you will end up bottlenecked by a lack of resources. In the next [REDACTED] words, we’re going to take a look at the concept of a resource curve and how it benefits us in deck construction. Historically speaking, the term “curving out” originated in Magic the Gathering around 1994, when players John Schneider and Paul Sligh developed a deck that did not rely on power, but rather efficiently using their resources in the early turns to press an advantage, forcing the opponent on the back foot. [Hey what gives? I thought this was a Destiny article? It is, bear with me for a second.] This may be the point of origin for this concept, but its general praxis applies to all resource based games to some degree. So, let’s talk about the concept of resource management in Star Wars Destiny. Now, resource acquisition of course is dynamic in the game, where you are guaranteed two resources at the beginning of every round, but your die rolls can also generate resources. Assuming you’re running a standard team with 2-3 characters with four dice, the maximum number of resources you can plan for is 2-6, but only two of those are reliable. Again, this is an observation in a vacuum disregarding variance and manipulation via game based effects. This information can take you in 2 different directions; you can either design your deck to generate resources in order to deal with the expense of your abilities, or you can design your deck to deal with the resource constraints native to the game. Let’s take a look at the argument of power versus price. Let’s look at the Stele Open winning deck, eHan/eRey: Han Solo - Scoundrel (x2) Rey - Force Prodigy (x2) Supports: 2x Awakening 2x Infamous Upgrades: 2x DL-44 Heavy Blaster Pistol 2x Holdout Blaster 2x Hunker Down 2x Jetpack 2x One with the Force 2x Rey’s Staff Events: 2x Heroism 1x Reversal 2x Riposte 1x Second Chance 1x Scavenge 2x Unpredictable 2x Electroshock 2x Draw Attention 1x Deflect This list looks a little different than a lot of popular builds. Upon a quick review, we see that this deck contains 11 zero-cost cards, 7 one-cost cards, 6 two-cost cards, 4 three-cost cards, and 2 four-cost cards. This gives us, on average, a standard cost of 1.3 resources per card. Ideally, you want to have your average cost of cards in deck to be below that magic number of two resources to ensure that you can reliably play these cards. This deck, of course, is focused on a slower game with its mitigation and shield generation, so it would fall into the midrange category. Now, what would an aggro deck look like based on this information? Looking back at Stele Open, we have a Veers/Bala/Nightsisters deck in the top 4 that has an average resource cost of .86 resources per card! Let’s take a look at that deck: General Veers - Field Commander Bala-Tik - Gang Leader Nightsister Supports: 2 Backup Muscle Upgrades: 2 DH-17 Blaster Pistol 2 Holdout Blaster 2 F-11D Rifle 2 Jetpack 2 Hunker Down 2 Promotion Events: 2 Deflect 1 Cannon Fodder 2 Feel Your Anger 2 Flank 2 He Doesn’t Like You 2 Intimidate 2 Probe 2 Tactical Master 1 Unpredictable With the release of Spirit of the Rebellion, the ability to trim down resource costs has become even easier, with the advent of cards such as ‘Force Speed’, ‘Destiny’, ‘Caution’, ‘Suppression’, and many other powerful zero-cost effects. In my next piece, I will go over updating a preexisting archetype in such a way as to take full advantage of the new options to curve out.The odds of you ever being bottle-necked with this deck are considerably lower meaning that “curving out” will be easy, and even leaves you room for mitigation via events. Given the layout of the tournament, this deck is able to handle a lot of traditional decks by just being able to do more things per turn than the opponent. Having tested both archetypes, this deck feels like it has more action economy than Han/Rey at times, given that they are usually left passing at the end of a round for fear of an unrelenting onslaught if they claim. Additionally, the highest cost in the deck is 2 resources across a total of 6 cards, meaning that you will typically have lots of additional resources, granting you more leeway with the types of effect dice you run as you can more consistently afford to pay the resource cost of the die if it should happen to possess one. Thanks for reading! View full content
  3. I've been running this deck since Awakenings dropped, and I like the extra Energy Blocks against Namekian and Ascension Red decks. I might shave 1 for an additional drill, but I've found that the drills are good, but not entirely necessary to churn damage out.
  4. Gohan Adept Gohan Unlocked Gohan Unassuming Gohan Undeniable Events 2 - Confrontation 1 - Orange Juke 1 - Heroic Energy Sphere 1 - Time Is A Warrior's Tool Drills 1 - Orange Checkup Drill 1 - Orange Investigation Drill 1 - Orange Disaster Drill Physical Combat 3 - Orange Charged Kick 3 - Gohans Backlash 2 - Android Arm Breaker 2 - Heroic Dashing Punch 3 - Orange Bicycle Kick 3 - Devastating Blow 2 - Wall Breaker 3 - Ill Dig your Grave 3 - Gohan's Power Punch 3 - Orange Knee Strike 3 - Orange Leaping Punch 3 - Orange Collision 3 - Orange Enraged Bash 2 - Orange Refocus 3 - Orange Quick Dodge Energy Combat 2 - Orange Meditation 2 - Orange Stare Down 2 - Orange Energy Absorption 3 - Orange Energy Catch
  5. Echo Base Supports: 3 2 Your Eyes Can Deceive You 1 It Binds All Things Upgrades: 12 2 Force Speed 2 Vibroblade 2 Luke's Lightsaber 1 Journals of Ben Kenobi 1 May the Force Be With You 2 Makashi Training 2 Rey's Staff Events: 15 2 Caution 2 Guard 2 Destiny 2 Defensive Stance 2 Riposte 2 Deflect 2 Synchronicity 1 Return of the Jedi Curve: 0 ------------ 1 --------- 2 ------ 3 -- 4 - AVG Cost: 1.03/card This is my ground zero for getting into the SOR meta. I'm currently testing Kenobi's Journal as a 1 of to see if its draw power is worthwhile, and plan to see if Destiny is good enough to justify a second MTFBWY. So far the deck's been great, as shields are an after thought due to the amount of unblockable damage you can push. Thoughts and opinions welcome.
  6. Hi, everyone. Been playing the DBZ card game since Saiyan Saga, and I have been playing a ton of SW Destiny lately as well as other games. Look forward to talking with you guys.