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League Season 3 Update: Prize Support

League Season 3 Prize Support

Prizes prizes prizes! League Season 3 is fast approaching and the prize pool is shaping up to be the best yet – so far there are 2 booster boxes, 12 booster packs, 4 dice rolling trays, 4 play mats, 2 rare Promo Cards signed by Destiny Creator Lukas Litzsinger…and more!

The prizes for the tournament are divided into two sections which will make up a single prize pool – Player Funded and Sponsor Donations. The Player Funded prizes grow as more players sign up for the League.

The League isn’t just about prizes though. This is an opportunity to play with players from all over the world, meet new friends, hone your skills for Regionals and get on streams and podcasts with some of the best Destiny players and content makers in the community.

Don’t miss your chance to play in the League – signups close on September 19th at 8 PM Pacific. Head to the event page for more details.

 

Prizes

Every single player who finishes their round robin games will be entered into the prize raffle which is full of great stuff donated by our sponsors. The bulk of the player entry fee goes to prizes for the Top 32 players with the rest supporting the raffle.

 

Top 32

The prize pool grows with every signup. This is the current prize pool for the Top 32…check back for updates!

 

Place Prizes
1 1 booster box + champion play mat + Knights of Ren portable dice rolling tray
2 24 boosters + play mat + Knights of Ren portable dice rolling tray
3 18 boosters + play mat + Knights of Ren portable dice rolling tray
4 18 boosters + play mat + Knights of Ren portable dice rolling tray
5 9 boosters
6 9 boosters
7 9 boosters
8 9 boosters
9 6 boosters
10 6 boosters
11 6 boosters
12 6 boosters
13 6 boosters
14 6 boosters
15 6 boosters
16 6 boosters
17-32 $5 Voucher – eligible for events and Artificery store purchases

 

Raffle

Thank you to all our sponsors for your generous donations!

ArchitectGaming

4 custom wooden, laser etched alt-art character cards

Artificery

1 Booster Box – distributed to the Top 16

5 Play Mats – not a donation – provided at 50% off retail

Knights of Ren

4 Knights of Ren portable dice rolling mats – distributed to the Top 4

The Chance Cube

12 Awakenings Booster Packs

1 KR Multicase foam Dice Case

1 The Chance Cube 2-Player Mat

Celebration Promo Jyn – Signed by Lukas

Celebration Promo Krennic – Signed by Lukas

Three Man Meta

8 Padawan Fan Art Promos

SWDestiny.com

SDCC Promo Luke Skywalker

SDCC  Promo Darth Vader

The Hyperloops

1 Hyperloops Playmat

1 Hyperloops T-shirt

12 Boosters Packs

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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.

 

 

 

 

Rend:

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.

 

 

Feint:

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.

 

 

 

 

Coercion:

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!

 

 

 

 

Hate:

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

Rend:

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

 

 

 

 

Coercion:

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.

 

 

 

 

 

Endurance:

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.

 

 

 

 

Partnership

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.

 

 

Truce:

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.

 

 

 

 

Feint:

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.

 

 

Electrostaff:

 

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.

 

Indomitable:

 

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.

 

 

 

 

Endurace:

 

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

 

 

 

 

Rend:

 

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.

 

 

Partnership:

 

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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4 Strategies On How To Get Into Star Wars: Destiny

Get In The Game

Are you ready to get into Star Wars: Destiny but don’t know where to start? Artificery has put together four strategies for getting into the game – covering every player type and budget.

Budget Friendly For Two

by Sean “Pearl Yeti” Aguilar

 

Cost: $65 for two copies of the Two-Player Game and a pack of KMC Hyper Mattes

 

Two Player Game

The Two-Player Game released on Force Friday II (check out our review) makes for a fantastic entry into Star Wars: Destiny.  At $30 it provides hours of game play and is a good stand-alone board game in its own right. It offers new players a way to learn the basics of the game and gives insights into advanced tactics such as Special cascading, play tempo and overwriting.

My suggestion for the new player is to begin with a single copy and feel out if they enjoy the game mechanics. If the game gets its hooks in you then pick up a second copy. With two copies of every card and dice offered in the starter, the new player will be able to put together a deck that won’t fall on its face at local events. It is also a safe purchase – Kylo and Phasma are already emerging as competitive decks in the meta.

The only downside to this approach is once you put two sets of the game together the balance between the Hero and Villain deck begins to skew toward the Dark Side.

Two-Player Game Kylo and Phasma

Link to swdestinydb.com deck list

Battlefield: Hangar Bay

Upgrade (12)

x2 Captain Phasma’s Blaster
x2 Crossguard Lightsaber
x2 Dark Counsel
x2 Force Stasis
x2 Jedi Rival
x2 Praetorian Guard

Support (2)

x2 Armored Support

Event (16)

x2 As I Have Foreseen
x2 Clash
x2 First Strike
x2 I Have You Now
x2 Recon
x2 Sound The Alarm
x2 Subjugate
x2 Your Skills Are Complete

Kylo Ren
Phasma

After you get some Two Player Games under your belt it is time to begin meeting other players. Many cities have created Facebook groups where local events are posted. Just search for groups with a name like “Star Wars Destiny <Your City>”, something should come up. If you strike out there, just check in with your local game stores – many run regular Destiny events. The usual events are either free open play or a $5 buy-in Swiss-rounds tournament. Tournaments with a buy in usually have prizes in the form of store credit or Destiny booster packs – the packs make for a good way to grow your collection.

The new player should head to their first events looking to have fun and meet other players, don’t stress about winning or making a good showing. Local players are always excited for new people to enter the scene and many of them will help with advice, trades and sometimes free goodies. Buying boosters to collect an entire set of Destiny creates A LOT of extra common cards – check with your local players to see if they have a spare set. That set of commons will come in handy in tweaking your deck without having to spend a lot (or any) money in the process.

If you’re like me it only takes a handful of weeks before the Destiny bug really gets a hold of you and you’ll begin to outgrow your Two Play Game and begin looking for a way to build your next deck. But what deck? You can jump into building out a collection that can craft multiple decks, or you can take a try-before-you-buy approach…

Digital Startup

by Codey “Lasci” Paeth

 

Cost: $10-20 for Tabletop Simulator

 

Tabletop Simulator

While this perspective might be coming from a filthy, self-loathing completionist (seriously, my bank account hates this game), Tabletop Simulator (TTS) was the way many members of our community got roped into Star Wars: Destiny, including me. You can purchase the game on Steam or Humble Bundle for the low price of $19.99. In fact, Tabletop Simulator is frequently on sale for as much as half that cost. For the small investment you get the opportunity to test out the game, play around with all the cards, and eventually you’ll be able to give an evaluation of which legendaries YOU feel are worth putting the money down for. There are a wealth of people who are looking for games at all hours of the day and you can play against them at home in the comfort of your underwear!

The most important aspect about learning Destiny through Tabletop Simulator is one simple rule: Play. Everything. Seriously, if you have access to all the cards and it takes you zero effort to make decks, resleeve your cards, etc., there’s no reason not to regularly cycle through archetypes, character suites, and card selections. Variety is the spice of life, after all. Variety is also, conveniently, the best way to grasp the growing card pool Destiny has. You don’t want to type cast yourself as the “blue heroes” player who has no knowledge of villain cards until they start being used against you [Editor’s note – You ever going to let me live down Luke/Rey? – Pearl Yeti]. Similarly, you shouldn’t feel beholden to using the same cards over and over again.

As an extension of that rule, don’t be afraid to net deck or ask your opponent if you can look at their deck — after the game, of course. There’s no better way to learn how to play against a deck than getting utterly stomped while running it. The experience will be humbling and it will give you an understanding of what you can expect when you’re sitting across the table from someone using that same list. Knowledge is half the battle in Destiny, and if you have a good idea of what your opponents are playing, you’re in a much better position to win your games! Branch out. Test. Try new things. Experiment!

For a beginner, playing Destiny on Tabletop Simulator is simple, easy, and intuitive. There are numerous tutorials out there and most people are more than happy to shoot you tips if you need them. If you’re looking for a quick run through, feel free to come to the Artificery Discord and give Lasci a holler — I’d be happy to teach a few newbies the ins and outs of how to work the game. Tabletop Simulator is an incredible tool for gaining familiarity with Destiny. If it turns out you’re not into the game, you know that you’ve only put down twenty bucks and you don’t have to figure out how to explain the mountain of dice in your living room to your significant other.

But if you’re like the members of Artificery then you’ll eventually need to take your deck-building out of the digital realm and into the analog world…

Pick A Deck and Run with It

by Agent of Zion

 

Cost: $100-$200 for singles or booster boxes

 

By now you should have quite a bit of exposure. If you’ve been playing on TTS you’ve seen almost everything from all the tournament crushing decks, to a pile of cards that are technically a deck (but would never win) and everything in between.

If you’ve jumped in to your local scene with a borrowed deck or two, or perhaps by following Pearl Yeti’s advice, you know at least a few of the local players and what their preferences are. If you have seen the same people and decks at the top tables repeatedly, even better.

Ideally you have a mixture of the two sources of knowledge and have developed a general taste for the kind of deck you enjoy playing and how that would fit into your local meta. Check out swdestinydb.com, and use the decklist search feature to compare/contrast several different versions of your favorite deck archetype to get a sense for what cards are most commonly played therein. Now that you have a “want” list of cards, you have a few options.

First up is the “wallet” method. Buying the singles directly from a local or online retailer is certainly the easiest way to get what you need. Unfortunately it will of course burn through your budget pretty quickly, even if you scour Ebay for the best deals.

The second method is ideal to use in the first couple of weeks after a new set release (like right now!). Head on out to release events, or simply buy packs of the newest set at the next scheduled event. I personally reccomend buying unopened product a box at a time (36 packs) because you’re gaurunteed six legendaries on top of likely receiving a bulk discount.

Crack those packs open, spread them all out in front of you and start trading away everything that you don’t need for stuff you do! The reason this works better the closer you are to a set release is simple. People like new stuff, and the singles prices (read: trade value) for the newest set are likely at their highest because of how relatively little supply there is on the market. People will happily trade multiple “old” rares or legendaries for the newest stuff.

The players especially valuable to you through this method are the completionists who are trying to fill out their playsets. As a completionist I have happily made “bad” trades by exchanging my extras from a previous set for seemingly random cards from a new set, even cards that I knew for a fact I would never play (looking at you Delta-7 Interceptor).

There are very few decks out of reach through trading the contents of a box or two, and the ones that are usually rely on flagship legendaries like Palpatine or Thermal Detonator. On paper, the second method can approach the cost of the first but you will definately have cards left over to continue trading with to branch out into other related deck types. By way of example, putting together a Kylo/Vader deck is super easy if you started off playing Luke/Rey.

And of course success breeds success. The more you win with your first deck, the more packs you can buy to either put together a “higher tier” deck, or simply to build your trade binder for future planning. Always be keeping an eye out for special Destiny events where you can aquire promotional products. GenCon, NoVa, Comic Con, and Star Wars Celebration have all handed out promotional cards that could be traded or sold for half of an entirely new deck! But running a deck and slowly building out your collection isn’t for everyone, some people must have it all – right now. We call those types The Collectors…


 



Empire at War Booster Box – $90

Free shipping for purchases over $100 using code FreeShipping100 at checkout.

Shop Now


 

The Completionist Collector

By Neblix

 

Cost: $360 for EAW booster boxes / $1100 for all three sets

 

The Symptoms:I gotta catch em all…..” – Pokemon

 

Are you the kind of person that doesn’t let a single thing slip in life…you have everything arranged in its double sleeved spot in your Dex Binder, and organize your dice by character, upgrade, support, color, and rarity? If this sounds like you, well my friend you are likely a collector.  Don’t worry though, it’s not as bad as you think, and you can live  your gotta-catch-em-all lifestyle without breaking the bank.

 

The Basics:How can we know who we are and where we are going if we don’t know anything about where we have come from and what we have been through...” – David McCullough

When Destiny Awakenings (AWK) was originally released there was a great unknown surrounding whether or not this would be a hit game.  Many retailers carried little if any of the product (unless you were in Canada) and if they did many of them didn’t know how to go about marketing the game.  As such it was a great surprise to many when the game went off the charts in terms of collectability -back in January a complete set of AWK (defined as copies 2 of all cards) was going for around $1,000 or more.  Nobody knew exactly how many boxes were going to be printed, the community was rife with rumor and speculation, and some retailers were backordered so badly that they had to cancel pre-orders.  This knowledge vacuum spiked prices to an unsustainable level.

With the release of Spirit of Rebellion (SOR) came the promise of greater supplies and larger variety of cards, especially with the publicly released knowledge that a substantial final reprinting of AWK would hit.  SOR was a much more reasonable release but the diversity and overall power of many cards was less than AWK.

 

Consider the legendaries as a starting point.

Awakenings:

Vader

One With The Force

Han Solo

Luke Skywalker

Force Choke

Thermal Detonator

Phasma

Poe Dameron

 

Rebellion:

Force Speed

Riot Baton

Rocket Launcher

Darth Vader

Maz’s Goggles

 

At face value the quality and quantity of legendaries was significantly higher in AWK as compared to SOR.  This disparity in quality led to the rise of Force Speed being the single highest priced chase legendary in the history of the game, with it peeking around $65 at one point in time.  But the falloff from there was substantial with the next most desired cards being Palpatine around $50 and then a steeper drop to Rocket Launcher and Riot Baton coming in around the $25 range. With AWK the value of most of the legendaries (more than half) has averaged around $20-25 with some in the $30-40 range (Vader, Han, Luke).  When comparing opening boxes between the two sets the chances of a dud box were much higher in SOR as a box was either a boom or a bust depending on whether it contained a Force Speed.

 

Expected Value: You can’t always get what you want” – The Rolling Stones

The definition of Expected Value (EV) is “the predicted value of a variable, calculated as the sum of all possible values each multiplied by the probability of its occurrence.”  What it boils down to is what is your chance of pulling any given card from a pack, and multiplying it by the value.  In the high point of demand on AWK a box’s EV was in the $220 range, whereas they were selling for around $100 (if you could find one).  At the height of SOR the EV was much lower, maybe in the $140 range (and it was very short lived with a precipitous drop off).  Today the EV is probably around $100.

 

So what: – Frankly my dear I don’t give a damn.” – Gone with the Wind

If you know that you want to become a collector of Destiny, you may have bought yourself one or two of the starter decks or two player games and you are thinking of taking the big plunge.  Well if this is the case, it may be the perfect moment for the next few months.  If you are discerning you can find significant lots or full sets of both Awakenings and Spirit of Rebellion for sale at what I would consider wholesale pricing. Fortunately for people coming into the game right now there is a trifecta of storms brewing.  First, we are cycling out of Rebellion while supply is still available, Second we are at the end of the massive reprint of Awakenings, and third, we have a new set coming.  What this means is price suppression – I don’t think we will see prices this low for Awakenings and Rebellion ever again. If I were buying in now I would set my target price at around $600-650 for a playset that had both AWK and SOR.

Now comes the question of how you approach Empire at War.  My first reaction is that the set isn’t as desirable as Awakenings or Spirit of Rebellion.  There are two chase legendaries in Ancient Lightsaber and Thrawn, and I would value both of them around $40-50 during the majority of the print run.  From there it is a large drop off, much like SOR.  The rares are a bit muddled, the best ones are faction and color specific. Unlike the neutral gems Holdout Blaster and Vibroknife, we have to treat many of these to be on par with DH-17 or Jetpack.  These cards may have a great deal of power, but unfortunately they just aren’t needed in the majority of decks.  They aren’t what I would consider a “Meta” card – something so good and usable that every deck will run a pair of it.  The closest this set has to a Meta card is the Endurance –  this card has a chance to be the most expensive uncommon printed yet and could sore as high as $20.

I’m putting an expected value of around $120 a box for the short term while people are trying to get their hands on boxes, and a long term value of around $90 a box. My recommendation is to buy 4 boxes of Empire at War for the completionist.  This would give you roughly two thirds of all the legendaries and with if you sell the surplus cards it may net enough money to buy 2 more boxes to round out your set.  This is an approach I used in SOR to help buy a playset of cards for around $360.  If you have the patience for it you could wait for the prices to come down a bit, but if you do you’ll miss out on a significant portion of the EAW meta.