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Star Wars: Destiny Sealed Tournament Details

Star Wars: Destiny Sealed Tournament

Join Artificery for the first ever online Star Wars: Destiny Sealed Tournament!

Head to the event signup page to join the tournament.


What is a Sealed Tournament?

A sealed tournament is where you open a certain number of booster packs then create a deck with the contents of those booster packs to play with for the duration of the tournament.


So you’re going to email me Destiny booster packs?

Kinda! At the tournament start time, we will run our in-house developed software that will generate 16 booster packs and output their contents into a TTS file with your name on it. Then we will PM you that file over Discord so you can load it in TTS and you will have 30 minutes craft your deck.


Are there relaxed deck-building rules?

Nope. All your normal deckbuilding rules still apply. 30 points, 30 cards, color and faction restricted.


What if I don’t open enough characters to make a deck, or enough cards in the right colors?

Don’t worry, we’ve got you covered. In that same file every player will receive the Deck Essentials Pack, which will help round out decks without being overpowered in and of itself.

Inside the deck essentials pack are two copies each of fifteen different cards from AWK and SoR. All the cards are faction-neutral and weapons, supports, and events are included for each of the three primary colors.

You will also receive one copy of every AWK and SoR non-unique character (except for Deathtrooper) to use as you see fit, but no duplicates are allowed. What you see is what you get.


What if I don’t open any battlefields?

In the INCREDIBLY unlikely situation that you don’t open a battlefield, one EaW battlefield will be randomly chosen for you to use.


Well this sounds great in theory, but how will you prevent cheating?

The same software that generated the files also creates a log of who has received what cards.

Every round during the tournament, the tournament organizer and any other available judges will be conducting random deck checks by entering the in-progress match and checking cards that are in play/hand/deck for both players against the log. This process should take less than three minutes per table, and time will be added to your individual match to compensate.

Any failed deck check will result in an immediate disqualification from the event. Anyone who deliberately evades a deck check by any means (deleting cards in TTS, denying access to staff, etc) will be considered to have failed, and will be disqualified.

At no time will anyone playing in the event have access to the log, the generated files themselves, or conduct deck checks.


So I’ll get 2 Legendaries and 14 Rares?

Not necessarily. Each booster pack is generated independently of all the others, and each pack has a 1/6 chance to contain a legendary. Each sealed pool has a ~51% chance to have at least three legendaries, and a ~5% chance to contain none.


Can I change my deck in between rounds?

Yup! So long as you only use cards given to you at the start of the tournament you can make any minor or major changes you like in between rounds.


What if I open Seventh Sister but no ID9 Droids?

You are assumed to own any number of ID9 Droid dice (but not the card itself) to use with her.


What are the prizes?

Prize support will consist of Artificery playmats, and (physical) Empire at War booster packs. The amount of prize support will be determined by event attendance.

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Artificery’s Empire At War Top 10

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Empire at War is out! Thrawn/Unkar is a deck! Kylo/FN is a deck! Vehicles appear to be playable! Everyone run for the hills!

With all the spoilers over the last few months, we here at Artificery have been patiently biding our time, waiting to give opinions with the full context of a set available.  You can read Lasci’s indepth look at all the characters right here, so we wanted to talk about the non-character cards we are most excited about heading into this new meta. Our top ten lists are given in no particular order and were written by us without any communication before-hand. While you may completely disagree with a few selections, the cards you see repeated from person to person are pretty much guaranteed to be worth taking a close look at.

After checking everything out, pop on over to the Artificery Discord to argue with everyone about how good or bad the cards are and don’t forget to sign up for the Season 3 TTS League with amazing prize support and 40+ people at the time of this writing!


Agent Of Zion’s Top 10


Tech Team:

We now have quite a few really impactful supports, being able to snag a discount on each and every one of them is very attractive. If you haven’t really taken a look at them, the Airspeeder and Z-95 are incredibly cost efficient in that they are better than the vast majority of upgrades at that cost, and they don’t leave play when one of your dudes dies. Between them, Honor Guard, Chopper and the heavy hitters, if we aren’t already at critical mass for a support deck we are right on the cusp.






Remember back when everyone was wondering why things like Fast Hands, Holocron, and Force Speed were free? I’m guessing this is why. I would have paid one for any of those upgrades before, and now I certainly would. Being able to get out from under another player’s oppressive Imperial Inspection or Salvage Stand is going to be incredibly helpful, and Running Interference also hits the bin from this. I don’t see entirely too many decks that won’t run at least one copy of Rend.





Running Interference:

Speaking of which… I don’t know for a fact that this card is going to be the most impactful thing in the world, but I do know it is probably the single most skill intensive card in the game. People are going to figure out pretty quickly that the right response to getting interfered with is almost never “pass”, but aside from that there are innumerable ways to use this to completely wreck the structure of your opponents turn or protect what you are trying to do. And on the occasions where you can get two of these in play, opponent tempo is going to be in the gutter.




Lightsaber Pull:

Destiny’s first tutor effect, and it is totally solid. Even at 1, it would be completely playable, for free it is nothing but value. Being able to run only one of a unique weapon like Rey’s / Grand Inquisitor’s Lightsaber but having virtually three copies of it in a deck while ALSO making sure you can always get your Shoto / Crossguard / Ancient Lightsaber when you need it will go a long way to keep blue melee decks at least competitively viable if not solidly in the T1 range.

It also makes opponent Friends in Low Places decision making pretty rough, and once the true power of Ancient Lightsaber is common knowledge will allow you to keep your Force Strikes, Cautions, or Ripostes safe in hand more often.



Fortuitous Strike:

Oh baby. Damage from hand in Hero? Not limited to certain types of dice? Rewards you for doing something you were probably going to do anyway on the cheap? Scares your opponent into controlling dice they might not have touched otherwise? Yes yes yes. This card is the real deal. Right now the turn 1 top-end of damage assuming no upgrades were played is 5 which is insane. In actual use, this card probably doesn’t ever reroll more than three or four dice at a time, but when it hits it’s going to hit hard. My dream is to H&R with Wingman out, Swiftness into this, then blow someone out. Maybe the Swiftness is too gimmicky, but you can’t tell me not to try.




Check out my article here if you want the low-down on how impactful the new Kylo is, and now imagine him smacking you twice in a turn. For characters like him, Krennic, Seventh Sister, and Thrawn, feint does so much work for you it’s an auto-include times two. And if you god-rolled with your char, you don’t HAVE to pull everything back, while if you bricked you get rewarded for rerolling your stuff anyway.






I hate giving my opponents choices, but I sure do love to force them into the absolute worst plays possible. The villain control is real folks. Hand information, discard one, essentially ambush, mess with their turn something fierce, and possibly force them to remove their own dice? If it seems like too much of a good deal to you I agree. Especially in Thrawn/Unkar who is likely swimming in cash, this card will almost never brick and will always at the very least demoralize your opponent.





Buy Out:

On the subject of Thrawn/Unkar, have you seen this monstrosity? Imagine a card that allowed one-to-one conversion of resources to damage with no cap. That would be pretty nuts right? Welcome to Buy Out, but you start with 30 HP and damage yourself every time you try to do something. I can say for certain that everyone reading this is going to get absolutely wrecked by this card at least once, and it is going to feel very very bad. Top Friends in Low Places target in the game right now 100%.




Hound’s Tooth:

I’m in love with this card for some reason. Two sides that activate Unkar on their own and even in the absence of the Jowl King you get two sides that trigger Salvage Stand, one for Imperial Inspection, and two that help keep you alive all while turning blanks into money. In my opinion there is no better die a control deck can spend two resources for at the moment, pushing Personal Shield out of the slot.




Funeral Pyre:

One money to add the redeploy keyword to any individual upgrade in the game? Even abilities? Where do I sign? Ramp up a character with confidence, and make it very punishing for your opponent no matter who they target. If you just have two characters, it’s still great value but any deck utilizing Padawans is getting a huge boost out of this card. This might even make Luke’s Lightsaber or Handcrafted Light Bow playable!






I’m invoking editor’s privilege to snag an extra card to talk about here. This card has kinda flown under the radar for some reason, but I think it’s pretty great. The one area where blue villain has been weak is their upgrade ramp (Holocron not-withstanding). There are very few upgrade dice available for one resource in general, and only Dark Counsel / DH-17 consistently translate into extra damage. This pushes consistency through the roof in aggressive decks while providing a smooth transition into later turns without sacrificing your paid damage sides or removal options. Redeploy allows you to salvage at least some value if a char is about to die holding a Crossguard or Vibroknife, and can be swapped one-for-one for a Force Illusion after you got your use out of it for the turn. Not every deck is going to love this card, but in a couple decks it is going to be an all-star.


Tacster’s Top Ten


This card is just great to have in the pool. This would have been in every deck of mine in SoR to counter Salvage Stand and Imperial Inspection. It is also great to hit Force Speed and Holocron. While it might not be super common to play, it is a great tool to have to help counter a certain meta






This is what I dub the best card in the set. It will be in 100% of all yellow villain decks as it simply can do so much for only 1 resource. With this one card you gain hand knowledge, and can force your opponent to play a removal event which could be forced to hit one of their own dice and spend a resource.

This card just has too much value for 1 resource and should have cost 2





Bestow/Funeral Pyre:

Between Bestow and Funeral Pyre hero blue has now got a solid way of preserving upgrades among characters. This might make 3 character decks with at least 1 Padawan a force to be reckoned with. Bestow is also the card that might make K2SO viable as a solid tier 2 deck.







If you just want to be as aggressive as possible you don’t get many cards better than this. You don’t need to play removal if you can kill your oppenent extremely fast and force your removed dice back into the pool. This is the tool Palpatine wish he had in SoR and might be a tool he can use to stay relevant in the EaW meta.






For the small stipulation of having a character and an activatable support in play, any deck can have access to this awesome tempo card. At 0 cost the initial effect of this card which allows you to activate a character and a support at once speeding up your possibly slow deck, and on top of that after seeing the dice results you can pay the resource to get an extra action. I see this card as similar to tactical mastery from Awakenings but while being more flexible and able to be put in more decks.



Running Interference:

While coercion is probably the best card in the set, I think this is not far behind and is definitely my vote for best hero card. While coercion represents undercosted card with an extreme power level (and is thus poorly designed), Running Interference is one of the best designed cards. It rewards smart strategic play on both players sides. The ability to lock your opponent out of actions can allow you to use the die fixing cards without ambush while preventing your opponent from being able to respond with a control card of their own. On top of this there may be situations where your opponent has few if any options with which to use on his turn forcing him to pass while maybe even showing a large amount of damage on the board, after which you can pass as well in order to end the round early and prevent a lot of damage. This card makes your opponent think in ways they are not used to and forces them to play the game at a higher level in order to compete without having to rely on dice rolls.




This card is awesome and interesting. If it did not have ambush I am not sure it will see play, but as it stands this card can be the breaking point that could end up deciding key rounds in many games. At base analysis it is kind of the yellow version of enrage or logsitics. It has a bigger downside than enrage, but is much more flexible than logistics. But the temp gain from the ambush is what sets this card apart possibly making it the best moneymaker.






I am really glad a card like this exists. It is just a nice way to add some reusability to character after activate abilities and also giving you the ability to choose not to ready them if you roll extremely well. I do not see this being a super common card in decks nor do i forsee it being overpowered, but I do see there being some decks that will be able to use this card to great potential. Being able to use Vader, Thrawn, or the new Kylo’s ability twice in a round could be fairly strong even if you can only manage it a few times per game. I am not sure yet if it will make the cut in many competitive lists.




LL-30 Blaster Pistol:

This is essentially a holdout blaster with a focus for ranged damage only instead of a resource and a 2nd 1 ranged side instead of a 2 for 1 ranged side. I will say, not having the resource does hurt but not having to pay of any side and being able to use the special to focus a bigger badder die to 3 or more damage seems worth it. I think this will be a staple in villain gun decks though I am not sure what you are cutting for it just yet.





Ancient Lightsaber:

Don’t let anyone fool you into thinking this card is mediocre. Yes its 2 one melee sides seem underwhelming but for 2 you are still getting a stronger die than vibroknife with an ability that can be a game changer. The ability to sack this weapon after using it in a round to heal 2 and not even have to discard it but put it to bottom of the deck is really strong. The weapon can then be retrieved from the bottom of your deck with lightsaber pull allowing you to get more use and more healing from the saber. This is also one of the best protections against mill in the game and could be the one card that keeps you in the game at least one more round vs mill decks.




Elrathion’s Top 10

Ancient Lightsaber:


This baby is simply amazing. It has good die faces, only cost two. But the best part about this weapon is that you can cycle it to the bottom of your deck to heal two. This can have two purposes: a) get you out of a pinch by healing b) make it extremely hard for a mill deck to actually beat you.





I really love this weapon. Getting it on characters like Wookie Warriors or Mace Windu instantly makes the character so much better. Not having to pay the 1 cost on a dice is hugely impactful, and it only takes electrostaff reducing two dice to be completely self funded.




Amazing card for Palp! This in essence is a dug in on demand for Palp and while very niche it will see a lot of play!




Cable Launcher:


If you can get this puppy early in a mill deck with fast hands or on Jango, this can have a HUGE impact on the game. It is going to be one of the upgrades which if you get lucky and roll it consistently make people extremely upset.





Fortuitous strike:


One of the best events in the set. If this was villain and a deck like Phasma Guav Trooper had access, it would be an auto include. How good this event will turn out to be will depend if hero can find a good ranged based deck this set, but there is no denying that this is a card that will make waves either now or in future sets.




Running Interference:


Who doesn’t love a good tech card. This card will be amazing in hero mill and more defensive decks.







Love this card. Being able to bring back one of your 20+ cost dice is amazing.







Holocron. Imperial Inspection. Force Speed. Salvage Stand. Beside all being some of the most powerful cards in the game, they have another thing in common: they cost 0 and want to go in nearly every deck where possible. Force rend is a great way to deal with these cards. I am actually afraid it will straight up destroy Sith Holocron, as this might be the card that if it’s played in a lot of decks makes you want to stop running holocron all together. While it certainly hurts all of the other cards, it hurts holocron the most as this is a setup card.





Just what the doctor ordered, more action cheating! Only this time you get to action cheat a character and a vehicle together, YAY!





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Heroic Effort Tournament Report – First Place

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Missed the live stream? We’ll have the entire 8 hour tournament uploaded to YouTube soon! Just head to our channel and subscribe to get notified when the video is posted.

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The Tournament Structure

So just as background info for those who weren’t aware, the changes in deckbuilding rules for our hurricane Harvey tournament were as follows.

Villain gets 30 points for deckbuilding, but FN-2199 costs +3 both regular and elite.
Hero gets 33 points for deckbuilding, but (AWK) Poe, (AWK) Rey, and Maz all cost +3.

The individual Hero cost adjustments just made sense, allowing any current deck to be played “as-is” with three exceptions. We didn’t want to enable anything incredibly abusive that could arise from the two flagship support characters getting an additional +3 for their partners, but were also were very concerned about deck diversity. We didn’t want a stressful environment in a Charity Tournament, especially one where Poe/Maz would still be a strong candidate for Top Dog. With nothing but bragging rights on the line, we wanted to give people a creative outlet for Hero dominance without needing to concern themselves with the deck that has caused so much anguish since the release of SoR. It is unfortunate that both Poe/Rey and Snap/Maz/Rey got axed in the process, but we couldn’t find an elegant solution to still allow them.

With Poe/Maz out of the picture it was only fair to up the cost of FN-2199 as well. He has been proven to be even more powerful overall than any other Character, and again we didn’t want a huge portion of our donors to be playing mirror matches or taking what would look like the obvious deck choice for many.

The tournament proved to be a great success, raising over $150 for the Houston Food Bank generously donated by 24 players and many others who were unable to commit to the time-frame. That money will provide 450 meals for people in need. We said it all day yesterday, but a huge thank you is in order for everyone who donated time and money to make this happen. Thank you from all of us here at Artificery. You’re the heroes.


Deck Selection

As part of my on-going one man #HelpOurHeroes crusade I wanted to drive a point home that even if given a 10% increase to the points restriction on deck-building that Villains would still be quite competitive. It was my hope that by going 3-2 or having an outside shot at 4-1 I could write (read: whine) on the issue a bit and point out that outside of a couple problem-children Heroes are vastly overpowered by Villains in terms of character and card quality.

Welp. I ended up going 7-2 in games on the day across eight rounds capping off the tournament with a best-of-three finals against a previously undefeated opponent. I guess I proved my point but in all honesty I really wish it wasn’t done in quite so poignant a way. Granted, no deck was optimized and there was very little testing done by anyone prior to but still. You would think that with such a drastic increase in available power for heroes, and with the very high level of competitive players we gathered, that a hero deck would win. Especially since there were so few Villain decks fielded overall. I would think that anyway. Turns out I was wrong.

I was particularly drawn by the new Phasma option, and played around with concepts pairing her with Big Daddy Vader, Anakin, and others. I ultimately decided to take both Villains out of the Two-Player Game because with decent accuracy on Kylo’s ability he could match Anakin’s damage output without the downsides of self-harm or lack of resource sides.

Here’s what I ultimately decided on, and it’s pretty rough around the edges. I didn’t do any actual testing prior to the tournament and even a small number of practice games would have revealed the problem cards in the deck that ended up holding me back in a few situations.


Round 1 – Win

I can’t remember much about the match I played against jljfuego and his QGJ/NewRey deck.

Clash and Best Defense did their jobs against his dice, and he spent more actions than he could afford attempting to reroll for damage. When a mono-colored deck faces new Kylo, it starts the game racing against the clock. Dark Counsel gave me enough cards to throw away to get all the damage in the world, then incrementally upgraded to Crossguard Lightsaber and finally Riot Baton.

He did eventually bring Kylo low, but QJG was in dire straits with six damage applied. Phasma had inherited a Riot Baton and quickly got to work. All of his shield supplying cards and die sides came too late to do anything more than help him cling to life, and I emerged from this round with a false sense of confidence.

I paid for my hubris soon enough.

Round 2 – Win

Carnaster brought eChewie/HG/HG to the table, and I ended up having to deal more than 40 damage to squeak out a win.

I wanted to drop Chewie as quick as I could, under the theory that he would have to choose between paying for mitigation or paying for damage but when my first two damage ended up getting moved to a HG with Draw Attention, I opted to just kill the goons first. He did get a Falcon on the board in turn 2, but strategic use of The Best Defense kept it from overwhelming me.

Kylo’s ability only missed twice this game and although I can’t remember exactly how many rounds we went for, it was brutal for my opponent. Even with Hunker Downs making my damage resolution awkward the almost guarunteed damage against a mono-colored deck did great work.


Round 3 – Loss

Assawarrior gave me both my second game against QJG/NewRey and my first loss.

A combination of three things caused my loss here. First is that I lost the BF roll, giving him a leg up by giving both of his Chars one shield bringing their abilities online from the start. Second is that the bulk of my removal was nowhere to be found, and my upgrades were awkward to use.

Both of those things wouldn’t have been insurmountable if not for my third, fatal flaw. I targeted New Rey instead of QGJ. Had I gone for QGJ, Rey’s Lightsaber in particular would have not prevented the maximum amount of damage it could and in the late game, shield sides would not have been interchangeable for damage sides. Although I did resolve seven damage round 1, only 2 total actually broke through shields.

Not a close game by any measure, Kylo died quickly and I ended up in an auto-loss situation when Phasma dropped the next turn as a memorial to bad decision making.


Round 4 – Loss

If there is an online tournament of any sort, Gameslayer989 and I are guaranteed to face each-other at some point. Luckily, he is one of my favorite people to play with/against and the games are always fun for me.

He brought NewPoe/Baze out for the party, and I knew I was in trouble. His vastly superior battlefield control and constant threat of It’s A Trap prevented me from utilizing Phasma effectively, especially with mixed damage types. This snowball effect never ended and kept my Dug In’s dead in my hand.

Rearm translated into a free DH-17, and Hit and Run right before I could kill Poe left Kylo on death’s doorstep. Since Phasma had already taken three from a Best Defense, my window of opportunity to kill Baze ended up being too small and I lost two damage short. While I don’t think I made any egregious errors in this game and did avoid the trap, forgoing one or two points of damage to gain tempo may have given me a better chance at success. Definitely an area of my own play to work on if I plan on playing mixed damage decks in the future.


Round 5 – Win

Moophisto was one of a very few number of Villain players, and he opted to try NewKylo/Grievous.

He led out with an early Praetorian Guard on Grievous, which made my target selection easy though not ideal. Ultimately I think it was for the best because by already targeting Grievious I decreased the effectiveness of his Best Defenses. I was also able to play a Crossguard Lightsaber in round 2 with confidence that it wouldn’t be stolen. As I Have Forseen proved it’s value here, allowing me to make the best decisions with Kylo’s ability against a two-color deck. His own Kylo did decent work with the ability, but missed twice in a row which gave me breathing room.

I think the ultimate thing that decided the game was resources. Since he played out Praetorian early, my first turn was spent getting maximum value out of my dice while he didn’t have a way to interact. Since he only had three char dice to start with, and more paid sides than me, that first turn put him on the back foot for the rest of the game and prevented even incremental buildup on Kylo before the droid general fell.


Round 6 – Win

Going into the top eight, I was the seventh seed and got paired against JT-Money who was playing Snap/HG/HG/HG.

Forty damage in round two was rough and I was in no way prepared to slog through the 45+ this team represented. Neither of us were prepared for the comedy of errors that were about to take place though.

I walked right in to a completely preventable Disarm play which got rid of my Riot Baton, could not guess right with Kylo to save my life, and had such poor tempo management not even the stream commentators could come up with a half reasonable explanation as to what I was doing.

I truely 100% in every way you look at it, deserved to lose this game. Unfortunately for JT-Money his dice thought he deserved the loss more. Although the decisions he made on which upgrades to keep and which to overwrite with others did set him up in a very awkward way with almost double the chances of rolling bad sides, I have never in my life seen so many blanks rolled so many times.

Ultimately we ended up in a position where I had a ~97% chance of winning through mill from my Vibroknife and two force speeds for focus to get there. After what must have been his 8th reroll in two rounds for no damage, he discarded his last card to make a hail mary with Overkill, HG, and DL-44. Blank/Blank/+3 was the result. It would have taken two 3 base-damage sides to finish me off due to my control cards in hand, but it was painful to see that happen and I commend JT for being able to keep a good sense of humor throughout.


Round 7 – Win

Everything lined up pretty well for me in the top 4 against GrandpaJakes QGJ/NewRey deck, and the lessons I learned in round three were still fresh in my memory.

I won the BF roll and took his Obi-Wan’s Hut, giving me both the 4HP swing in the beginning and a secondary source of damage prevention for Kylo. Starting the game with Rey and QGJ abilities turned off is pretty major as well.

Kylo’s ability paid off in spades this game, hitting first QGJ and then Rey for two damage like clockwork. As an added bonus, I was able to see a Deflect from his hand and structured my turn such that he wasn’t able to use it against me.

I stuck seven damage on QJG in round 1. Rey did her best to stem the bleeding by playing out her Lightsaber, overwriting it with a different upgrade, then playing the second Rey’s Lightsaber for four shields. Ultimately it wasn’t enough since by that point I had a Riot Baton active with money in the bank. Even a minor misplay where I took unnessessary Inner Strength damage on Kylo didn’t significantly impact things.


Round 8 – Win

At the end of a very long tournament, I was facing off against ussgordoncaptain in a best of three for my second NewPoe/Baze matchup.

He had just come off a brutal mirror-match against GameSlayer989, and I believe the mental toll that took on him (and one other factor) led to my 2-0 victory.

Since he won the BF roll, he opted to take the shields in both games which allowed me to lead my turns with Phasma immune to It’s A Trap. Starting with the battlefield, and more importantly being able to keep the battlefield without sacrificing damage output ensured that Phasma’s dice were never an extreme liability.

Kylo never missed a beat with his ability against the mono-red menace, and I was able to get maximum value out of Dug In and Best Defense due to small hiccups in Gordon’s resource management.

At the end of the day though the most impactful thing was the one thing Gordon lacked: Hit and Run. Zero copies of the card were played in either game. He didn’t dig too far for it in game one, but in the second game he was pulling out all the stops to try and draw it into his hand and both copies were in the bottom 8 cards of his deck.

I believe my superior battlefield control would have still won me the game at that point by keeping all of his mitigation offline but the blowout potential didn’t even get a chance to appear.


Final Thoughts

1.) Great tournament, great opponents, great stream commentary, great time overall.

2.) Phasma’s Blaster has no place in this deck at all. Never played it once. Which makes sense because it’s not so significantly better than Riot Baton when she is the last one alive, and ideally she should be die first from Best Defense or poor opponent targeting.

3.) Vibroknife is pretty bad to have when you actually want to clear shields off of people. I don’t think I ever got more than two damage out of it in any game anyway, and was always happier to see Crossguard.

4.) It may just be my extremely conservative playstyle, but I always felt against the wall when it came to resources. Twice throughout the tournament every upgrade I had was dead in my hand because of the money I was spending on mitigation and Kylo’s paid side. In the final game, I won without playing a single upgrade. Logistics or Enrage would have been amazing to have.

5.) Clash was an awkward card to use. Requires tempo, but also sacrifices tempo which mixed damage decks naturally lack. When it can be used for both effects it is amazing, even without a 3-side to turn to.

Stay tuned for more upcoming tournaments by checking out the Artificery events page, and get hyped for the upcoming TTS League! Also feel free to drop by the Artificery Discord server to talk about whatever Destiny related stuff happens to be on your mind. If you enjoyed our guest streamer TheSug1, head on over to the Kights of Ren podcast to listen to more sweet sultry audio from him and others.