Sorry for missing yesterday, guys. I had a dozen people working on the house all day on the same day X-Wing 2.0 landed. When it came time for my weekly Destiny sojourn I was so tired that it took half an hour to get up the fortitude to walk downstairs and leave.
Onward and upward, though! Our last (maybe next to last, depending on one person who may or may not get back to me) installment of guest 40+6 deck ideas comes to us from Arrow Brook Gaming. the folks who placed first and second at US Nationals recently. If you're looking for another top team with great content to follow, look no further. From the folks who brought you Droid/Aphra/Snoke in the finals of US Nats I give you 40+6 Yoda/Hondo.
There are a few popular builds of this deck on swdestinydb.com. Let's compare.
The Arrow Brook guys seem content with the upgrade package from the original decks. Only swapping a Lone Operative for an Ezra's Saber (sneaky with that Lightsaber Pull lurking in the events) without upping the number of upgrades. With a diluted card pool they will see a lower number of upgrades per hand, so the power of each one becomes more important. You won't want to discard any to reroll in this build.
The events are where they've really put in the work. In the 30 card versions you see some disagreement in what threats they're looking to mitigate. The deck on the left is trying to blow up supports with Vandalize and end turns early with Hyperspace Jump, while the one on the right is defending against dice with cards like Defend, Dive, and Electroshock. In our 40+6 build no such compromises are made. There's room to blow up supports at the exact same time you're mitigating dice. There's also room to fight against the new threat on the block, Mill, with Fond Memories. Additionally, they've added substantial resource generation in Double-Dealing as well as the pseudo upgrades of Lightsaber Pull and R2-D2.
There's no real departure from what 30 card Yoda/Hondo was trying to do, and that's a good thing; it was already a very good deck. The 40+6 version is just... more.
Previous Deck: Five Dice Villain
So far in our little experiment we haven't had anyone double up on decks ideas. That changes today though, as both European Champion Mads Utzon of YourDestiny.dk and the prodigious and entertaining creators at Jackalman Games sent in their take on Five Dice Villain builds.
Jackalman Games: 5 Dice Mother
While they both start with Bala-Tik at the root, our Jackalman Games friends chose a Mother Talzin + all odds slant. Embracing this theme during team building means that these two decks are going to skew quite differently. This one will eschew some of the more powerful 0 and 2-drop cards to maximize the power of Mother's Odds.
While some might think that diluting the deck with more cards would make it harder to successfully fling fistfuls of dice at your opponent's face, an upgrade suite of fully 16 1-drops means that a hard mulligan (shipping everything to get what you want) should yield you about three things to upgrade your characters with in Round 1. That will allow you to get to rolling an absurd amount of very quickly.
Once again we see that the opening up of deck size has allowed for some experimentation that we didn't have before. When was the last time you tried to run Take Prisoner in a competitive deck? Don't lie. You had to click that link to even know what it was.
Finally, we see some of the sideboard bullets we've come to expect. By choosing both Defend and Dodge we're left wondering what side of remove-everything vs. remove-most-plus-ambush controversy the Jackalman Games fellas are on. Or maybe they're just next-leveling everyone by having calculated which is best in which match-up?
Mads Utzon: Traditional 5 Dice
Next up let's take a gander at Champeen of the Europes Mads Utzon's take on rolling many, many bones. In this case he has opted to take the more traditional approach of power dice and evens rather than limiting himself to all odds with Momma T.
In Mads's (<- that can't be grammatically correct. Mads'? Madse'se'ses'e?) own words, "The reason to keep it the original version, is that with a 40 card deck, our average deck quality will drop too much if we try to make an all odd 40 card deck for mother talzin. No tricks in this list, we basically just upped the mitigation and upgrade numbers accordingly with the higher deck count in order to keep our deck consistent."
Mads has loaded up the deck with the most efficient threats and removal he could get his hands on. That being said, there are some real gems in here that simply do not see play in 30-card decks. A two-pack of Promotion allows him to throw an additional die on a character who isn't dying any time soon all while replacing itself immediately.
How many times have you stared at a pair of Probes and a pair of Friends in Low Places trying to decide which is the right one for the tournament your about to head into? Screw that. Include both and shred their hand every round.
As for the matchup-specific cards, I will let Mads speak for himself.
Whether you want to get a free focus every turn or just rock the most efficient Villain dice you can, these Five Dice Villain decks should be a great starting place for playing a 40+6 Standard tournament.
Much appreciation to the Jackalman Games guys for getting me this list that DIRECTLY CHALLLENGES MADS UTZON'S (<- fixed it) ASSERTION THAT 40+6 Mother CAN'T HACK IT! FIGHT!!! Also, much appreciation for their sweet customizations to the Destiny mod on TTS. I mean, they only use them for themselves, but those customizations are at the same time branded-to-the-hilt and elegantly classy.
Thanks as well to Mads for agreeing to participate in our little thought experiment, and for providing some insight into his card and team choices.
Special thanks to Claus Staal from YourDestiny.dk for taking time out of his holiday to handle the messaging back and forth between us. That's some dedication right there.
One of the quickest responses to my request for 40+6 card deck ideas came from The Chance Cube. Literally within one minute of shooting them a message on Facebook I had an exclamation point filled response about dreaming up some Altered Standard shenanigans. A short time later Ruben piped up that he would work on a Mill list for me. As this is one of the deck archetypes most likely nerfed by the higher card count, I was incredibly excited to see what he brewed up. This morning I got my peek.
On an additional note, the first list Ruben sent over had a second battlefield in the sideboard, and my head exploded. I hadn't even considered the idea of using one of the six cards on a battlefield. I ended up going against it for this tournament, but this is exactly the type of unorthodox thinking that gets my heart cockles frothing in anticipation of what I'm about to see.
Without further ado, I give you The Chance Cube's 40+6 Mill Deck.
While other lists have seen success, the deck used to take most of the top spots at 2018 GenCon is one of the few iconic decks so far in the young life of our game. Reviewing the list below, you can see the changes imparted for this build.
Now that we're starting to see multiple lists, a few themes have begun to emerge.
The more I see 40+6 card lists, the more excited I am for this tournament. I hope, if you're in Houston this coming Friday, you will make the pilgrimage to help us find out if we need to be clamoring for FFG to change the rules of the game. If you don't have the time to dream something up, just take one of these. I'm sure these folks would love to see what happens when you actually kick the tires on their fresh ideas.
A huge thank you to Ruben Sanchez and The Chance Cube team for participating in this experiment. I highly recommend checking out all their Destiny content. They're more than just the price watch, people. These are some folks that truly care about the community.
As part of the HYPE MACHINE! for our first Altered Standard, I've reached out to some of our favorite Destiny celebrities to see if they have any ideas for 40+6 card decks. The response has been extremely positive, so expect some deck lists this week to get your creative juices flowing for this Friday.
Our first guest list is from The Hyperloops own BobbySapphire, the progenitor of the 40 card deck idea.
Comparing his 40+6 card build to some of the Store Champs winning decks, Mike has chosen to go with the approach of sticking with a high number of solid upgrades, and using the extra ten cards to increase removal/healing while tossing in a few additional wrinkles to keep the opponents off balance. Ataru Strike, Destiny, and Rend all make appearances in the main deck as conditional options against various opponents. These all have the possibility of breaking the game open against the right opponent.
Force Wave makes an appearance in the +6 sideboard as a devastating card against decks that run 3 or 4 wide. Even though this card is already well known, it's previously not been seen in top-performing Luk3/Rey decks. With additional space to allot, however, this mono blue deck can bring it in only when it can deal maximum damage.
Massive thanks go out to BobbySapphire for participating in our little experiment over here. If you're reading this there is a 100% chance you already know who he is, but if you've been hiding under Destiny rocks, check out his work over at the Hyperloops.
Since I'm not playing in my very exciting event, I thought I would throw out some ideas for decks. If you're having trouble coming up with something, feel free to steal these lists.
I've got four categories of cards I'm including in these 30 -> 46 card deck expansions, More Removal, More Weapons, Added Wrinkles, and Silver Bullets. Silver Bullets will be the cards targeting at side-boarding.
For KRAP, I've decided to shore up some of the one-ofs in the removal, add in a single weapon I'm sad wasn't in here for removal, and add a couple of useful cards that don't fit into that category. For silver bullets I've gone with some things to shore up slower match-ups.
+1 Feel Your Anger
+2 Lightsaber Pull
+1 Dagger of Mortis
+1 Lightsaber Training
+2 Dug In
+2 We Have Them Now
That leaves us with the following deck:
I've long had a dream of creating a tournament series where we mess with the rules of the game. Long after the major events are over and the metagame has been solved, there is still Destiny to be played. If we can create new restrictions that will breed new creativity, new fun can be had.
While future tournaments will focus on other areas, recent articles have spurred my creative juices around the fundamental direction of the game. Previously, while floundering in the deadlands of no large tournaments to ready for, I've thought about two of these concepts. It wasn't until the articles were published that my energy in exploring the boundaries of Destiny was renewed.
On August 13, 2018 BobbySapphire of the Hyperloops posted an article positing the idea that Destiny decks should be 40 cards. It’s Time For Star Wars Destiny To Join The 40/40 Club – 40 cards/40 minutes explores the idea that thirty card decks are simply not enough for a deep game like Destiny. Because the game has multiple starting positions (team/battlefield/plot as well as deck), it's easy to point to the diverse team lists headlining top tournament tables, while completely missing that all those disparate teams are pretty much running all of the same cards in their decks. By keeping the same two-card limit but bumping deck size to forty, you force players to consider at least an additional five cards to bring. That awesome situational card that always gets bumped as the 31st or 32nd card in your deck because you have to play Force Illusion would now have a home. That, coupled with my own discussions with Lukas Litzinger at World's 2017 where he told me that the thirty card size was arbitrary based on the thirty character points, illustrates to me that there was no hard play testing on the optimum deck size, and it's possible that forty cards will present a much more enjoyable and thought provoking experience. Or not! Who knows? That's the point of this!
Additionally, the idea of sideboards in Destiny has been percolating since not long after the game began. Cards like No Cheating or Extract seem perfectly positioned to fight specific decks, but who is going to devote one of their precious slots to fighting a single deck that they may never face. As such, those silver bullet cards languish in the collection box, nearly never to see play. Besides, how would you even build rules for sideboards in a game where there is only a single game?
Whelp, that's what we're here to find out.
Enter Altered Standard 1