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The Fringe Meta Strikes Back

With the Legacies meta coming to a close, I thought it was time to reflect on some decks that made the game fun during the time period. I’m not talking about the top tier decks that everyone knows. I’m talking about the fringe decks that hang around and toe the line between getting beat down by the top tier and coming out and dominating a tournament. Let’s show some love for the Tier 1.5 and Tier 2 decks for Legacies.



Ghost Protocol

Figured I would get this party started with my personal favorite fringe deck of the Legacies meta. If you’ve read some of my other articles, you’ve seen how much I gush about Kanan. I think his versatility is incredible and his ability just makes him downright dangerous. Combine Kanan’s ability with Zeb’s and you have a recipe for destruction. Zeb’s ability allows him to synergize with Kanan as well as being able to add cards in the deck that both characters can utilize like Jetpack. Being able to drop Second Chance on Zeb is really nice as well. The biggest weakness this deck faces are generally from within. When existing within the realm of Hero cards, removal can be difficult sometimes. Two of the best Blue removal cards, Guard and Force Misdirection, don’t work at all with Zeb’s character dice. Force Misdirection works well with Kanan’s diverse die, but Guard is usually lacking with him since he only has one Melee side. Another issue is the paid side for Zeb’s big damage. This doesn’t tend to be a huge issue in the mid to late game since Maz’s Vault helps out a lot in those stages of the game.


eTarkin/eSeventh Sister


This is a very interesting deck and one I struggled to put on here. This combination saw a ton of play early on in the Legacies meta and won a good deal, but seemed to really fall off the map as the meta progressed. Tarkin’s Power Action is just brutal and really makes your opponent be scared of blanks. This combos well with cards like Anger so that you can get the most out of the dice at your disposal. Seventh Sister is probably the best 14 point character in the game since she gives you 3 dice for that cost. The biggest weakness of this deck is really any deck that can deny you resources since Tarkin decks really require you to have dice out on the table to utilize his Power Action well. Anything with Hondo is usually solid against Tarkin since he can deny your upgrades from hitting the table.

Battle Droid Army


Who doesn’t love Battle Droids? These pesky guys can gang-up on you very quickly with their ability to activate quickly and push out a ton of damage. The really nasty variation of this deck includes the LR1K Sonic Cannon and Imperial Backing. These two cards combo for some massive damage if you get them out early. Being able to field five characters is always intimidating, especially if you include a few Redeploy weapons that continue to bounce around. The big weakness for this deck is definitely Sabine. Against her, you’d usually down two Droids by the time turn 2 is in progress and needless to say, the effectiveness of the Droid declines rapidly when you start losing them. This deck has a few variations that include both Endless Ranks and Separatist Landing Craft that I have seen. At the end of the day, this deck is super fun to play, if a bit squishy and inconsistent.




This is a deck that is way more fun than it has any right to be. This is almost a fun call-back to the old Vader/Raider deck with a few notable exceptions. The biggest difference between this deck and Vader/Raider is Nute’s die. While is die is very weak in this deck, he makes up for it with a really brutal ability against certain decks. Losing two cards or a resource every turn is a massive nuisance. You also get a huge boost by being able to play Leadership on him to give Vader a second activation. You can also combo that with The Price of Failure if you have a particularly good opportunity and give Vader a third activation in one turn what can be really brutal. The biggest weakness for this deck is really a lack of removal combined with a very weak Nute die. Vader/Raider could survive long enough and push through extra damage with the Raider’s die at the end of a game. Nute can’t really do that unfortunately. While this deck is pretty fun, it lacks the explosiveness and options to be really threatening at the top of the meta.



Hello There

In my never-ending quest to find wacky combos with characters, I somehow ended up here. I had a lot of fun with this deck. Hero Red has some great defensive cards like Field Medic and Honor Guard. The added bonus of having Leadership available can really be big when wanting to push through damage. Electrostaff is also a great include in Obi-Wan decks since it takes some pressure off that paid side that he has. The main problem with this deck is that it is way more inconsistent than it’s more productive counterpart in Obi2/Maz. Resource generation here is slower and damage is far less consistent since you don’t get the Maz ability. While this deck can be extremely defensive, it has trouble pushing out enough consistent damage to really be a threat against the more popular decks out there.

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Seattle Galactic Qualifier Tournament Report

Hello There

Last week the Cascade Games Tabletop Weekend was held in downtown Seattle, WA. After missing the Galactic Qualifier that was in Seattle last March, I was excited to finally be able to play for the elusive spot glass cards. The following is a recap of my experience last weekend, along with some analysis that I hope can aid any of those with upcoming Store Championships.

Saturday: Trilogy Format (5-1)

My Deck: ePoe2 / eYoda

Considering that this would be my first competition in the Trilogy format, I did not do as much preparation as I would like for a premier event. When it came to choosing my deck, I initially wanted to play something you don’t see as often in Standard like eTarkin / eAphra. In the end, I felt that my lack of experience with the deck would hinder my success with it. Therefore, I knew I had to pick a character pairing that I’ve used extensively in order to counteract my lack of practice. I browsed SWDestinyDB and found a post by DJStormtrooper (Tyler) with his decklist that went 6-0 at the Austin Trilogy GQ:


I used a similar decklist with ePoe2 / eYoda at the Portland Regional last January, where I went 5-3 with it. Some character pairings lose a lot of crucial cards when going into the Trilogy format. For example, eRey2 / eAayla loses all the great 2-cost lightsabers. However, I felt that ‘YoDameron’ only lost some of its action cheating (e.g. Force Speed, Hit and Run), yet it maintained the core of the deck (special chaining upgrades and survivability). I went through the cards available in Trilogy and ultimately did not make a single change to Tyler’s list, so I have to give credit where credit is due on his well-refined decklist.

Round 1: ePhasma2 / eTalzin / Greedo (Kristopher) – W

Round 2: ePhasma 2 / eTalzin / Greedo (Corey) – W

Round 3: eAayla / ePoe2 (Matt) – W

Round 4: eZeb / eYoda (Brandon) – W

Round 5: eHondo / ePoe2 (Mark) – L

Round 6: eTarkin / eAphra (Marcelino) – W

My first two matches went smoothly in that I was able to execute my game plan of tanking up, ramping up, and mitigating dice. The ‘Greedo’s Girls’ deck is definitely scary, but in those rounds my opponents did not get that lucky roll they needed to take a strong lead. In Round 3, I was able to use both copies of Mend to keep Poe alive a few extra rounds. That extra health made the difference in an incredibly tight special-chaining showdown.

In round 4, I caught a lucky break when my opponent played the wrong weapon on Zeb right before he died. This meant that his upgrade did not redeploy; and, in the end, I narrowly avoided a loss. After time was called, we finished the last round and I ended up with 18 total damage to his 16. My 2nd to last card was a defensive position, which provided this narrowest of victory margins.

When I lined up against eHondo / ePoe2 in the following round, I knew my luck was about to run out. This matchup was one I dreaded because of Easy Pickings, which could neutralize an entire round. Unfortunately, the match lived up to my expectations and I took my first loss of the day (but shoutout and congrats to Mark for going 6-0!).

The final match was another nail-biter. We both distributed damage and kept all the characters alive until the final round. The last action was my claim of the Sith Temple Battlefield, which dealt the final point of damage on Tarkin and gave me the victory with a single HP remaining on each of my characters. After it was over, I was ecstatic to finish at 5-1. I had earned enough prize tickets to receive a spot glass Obi-Wan Kenobi, which I put to use the following day.

Sunday: Standard Format (6-0)

My Deck: eObi-Wan2 / eMaz

I did not play Obi/Maz at the launch of Legacies, instead opting for an eAayla / eRose / Ezra deck due to my love of vehicles. I made the switch to Obi/Maz after I went 4-4 and barely made it through the Artificery Season 5 qualifying stage. The Hero Vehicles deck made me feel frustrated by the lack of “unfair” plays that it offered. My definition of “unfair” refers to a card or combo of cards that results in a powerful play that your opponent cannot (easily) counter. It turns out that Obi/Maz is defined by this “unfair-ness”, which includes action cheating (e.g. Force Speed, Maz’s ability) and game changing cards that can swing the result of a match singlehandedly (e.g. Hyperspace Jump, Concentrate).

Hello There

Leading up to the Galactic Qualifier, I made a few changes to my deck that ended up being crucial through my run to 6-0. The first change was a Battlefield switch:

 Outer Rim Outpost Frozen Wastes

I was inspired to make this switch after seeing it in Obi/Maz decks that got Top 16 at Worlds and Top 4 at Euros.

Other changes:

  • -2 Running Interference, +2 Force Illusion: RI was removed since it was nerfed to a one time use. It’s still a strong card, but I feel the tempo loss in the early game usually makes it difficult to use. As for Force Illusion, it’s a broken card so I should have included it earlier. It saved me in many situations where no other card could do the same.
  • -2 Scruffy Looking Nerf-herder, +1 Friends In Low Places & +1 My Ally Is The Force: Scruffy was great to counter cards like Never Tell Me The Odds, but more often than not it just pulled a mitigation event costing 1 or less. As a result, FILP was a natural replacement. The spot yellow restriction caused me to initially hold off on making it a 2-of, but I have since removed MAITF to make room.
  • -1 Force Misdirection, +1 Hasty Exit: now that the deck is more focused on battlefield control, I wanted a second copy of Hasty Exit. Force Misdirection can be great but awkward at times.

Round 1: BYE

The tournament nearly started with disaster, as I slept through my alarms and woke up late at 10:30 AM, the planned start time for the event. I hurried over to the venue and arrived just in time to see everyone checking their pairings for round 1. Luck was on my side from the start, since an odd number of competitors meant that I received a BYE for the first round.

Round 2: eLuke2 / eLeia (Hunter) – W

Luke2 Leia

At first glance, this matchup is not terribly threatening. However, I quickly learned that it poses a real threat with consistent but fair damage. In the second round, I misplayed and could have used Force Illusion to keep Maz alive a little longer. In the following round, I made a questionable play to use My Ally Is The Force on a Force Speed special. I used those four actions to ensure that my Vibroknife die could finish off a fully-shielded Luke with 1 HP. After that, I was able to win the duel of Obi-Wan versus Leia.

Round 3: eLando / eYoda (Lukas) – W


For Round 3, I knew I was in for a tough match when I paired up against Lukas Litzsinger, the former lead designer of Star Wars: Destiny. His plot, Espionage, discarded an Ancient Lightsaber from my deck, the most important card in the Mill matchup. Although his good fortune quickly ended when I played a Vibroknife and rolled a perfect 8 damage on Obi-Wan’s initial activation (a 0.5% chance). As a result, Lukas was forced to use his first Hyperspace Jump. Despite Lukas discarding my entire hand in each of the next two rounds, I was able to draw my weapons and load up both Obi-Wan and Maz. By the time I was down to my last five cards, I had 5 out of 6 upgrade slots filled. The damage became too much for him to mitigate and I closed the match out.

Round 4: eBoba / e7S (Andrea) – W

Boba Fett Seventh Sister

It took until Round 4 for me to find a ‘meta’ deck that I was afraid of facing. My fear was largely due to the special side on Boba’s die which can be devastating with all the 3-value sides on my dice. The deck also has a strong mitigation suite and powerful cards like Bait And Switch and Close Quarters Assault. Luckily for me, the match went poorly throughout for Andrea, as she did not naturally roll a Boba special even once. Coupled with the fact that I had a perfect start with Force Speed and Ancient Lightsaber, the match was not as close as it should have been.

Round 5: eBoba / e7S (Sean – Pearl Yeti) – W

Boba Fett Seventh Sister

The following round I had the same tough matchup, this time piloted by none other than Artificery’s own Pearl Yeti. The match started out slow, with each of us dealing only 2-3 damage in the first round. It continued that way through the second round, but I took the advantage in the third. An early Force Illusion on Boba swung in my favor when the damage it blocked resulted in both of Yeti’s Coercerions being discarded, his primary defense against Hyperspace Jump. I rolled in Obi-wan and his Shoto Lightsaber, hitting a total of 4 damage. In the next action, Yeti was seemingly unable to mitigate and opted to activate Boba Fett. I made a read that he was lacking mitigation and decided to spend two resources on Concentrate, turning my dice into 8 damage and exact lethal on Boba Fett. Maz went down shortly afterward and it became a duel between Obi-Wan and Seventh Sister, both armed to the teeth with lightsabers. I was able to grind it out, with back-to-back Hyperspace Jump being a key card to get extra damage and take the lead.

Round 6: eSabine / eEzra (Kurt) – W

Sabine Wren Ezra Bridger

The matchup that I feared the most coming into the event. I have lost to a hot-rolling Sabine many more times than I would like, so I braced myself for a shoot-out. And that’s what I got in the first round, with both of us landing 6 damage on the respective threats. The tide turned when Kurt had an awkward draw in the second round: four weapons in four consecutive draws. He was able to load up Sabine with guns, but it was not enough to kill Obi-Wan through his shields and a Force Illusion. I retaliated and took down Sabine that round, thankful that he did not draw Second Chance. Shortly after, I closed out the game and sealed my ticket to Worlds!

Closing Remarks

After this tournament, I learned a couple things that I plan on applying to my future competitions:

  1. Choose a character combination that you know well. It goes a long way in minimizing decision time when in the middle of a tense tournament match.
  2. Always be willing to reconsider a card choice in your decklist. I regret not adding cards like Friends in Low Places and Force Illusion sooner.
  3. Bring snacks. A full day of Destiny is more exhausting than one would think.

I had an incredible time at the Seattle Galactic Qualifier! I was more successful than I could have hoped, taking home two spot glass cards and the Thrawn playmat. More importantly, I got to meet some great people and become more engaged with the absolutely amazing Star Wars: Destiny community!



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Sleeper Cards in Standard Legacies

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While Legacies technically hadn’t “officially” hit the shelves until recently, God knows us degenerates have been playing with the new cards on Tabletop Simulator for weeks. This standard format is turning out to be the best slice of Destiny we’ve seen yet. A big boogeyman has yet to rear its ugly head, unlike with the release of previous sets. At first, it was Jango/Veers that had everyone shaking in their boots. Then it was Poe/Maz with Fast Hands. Empire at War released with some combination of Kylo2, Emo Vader, Phasma2, and Nines decimating the competition. And while Balance of the Force helped mitigate that format’s boogeyman a little bit, there was an inevitable descent into ardent R2P2 worship as it quickly became the most dominant and consistent deck in the format.

There are some scary things in Legacies, but we’ve yet to see anything truly dominate with a lack of counters. There was a fear that 7th Tarkin was going to be a terror, but it capitulates to 3-characters lists and people recognize that Seventh Sister is a major target. OTK Seventh Sister can be a beast against unsuspecting opponents, but once you put the reps in against the deck you’ll find out how much it hates Discard, loses to Coercion, and can’t reactivate more than once if Ciena goes down. And that’s certainly not the extent of the meta game right now. Blue heroes has some serious power with new characters to choose from. Poe2 has some new partners and people are (unreasonably) terrified by the prospect of Special chaining. Saw/Yoda might actually be a thing to fear? Five dice rainbow villains and heroes have a lot of new toys to play with. So many options!

I’ve barely even scratched the surface here. It’s no wonder I’m scratching my head about what I want to play at regionals. One thing is for certain: Legacies is turning out to be really fun to explore.

There are, however, some cards that I think have a good chance of making their way into prominence. Everyone knows that Yoda is pretty baller. Everyone expects to face an Obi/Maz opponent once or twice in Swiss. But there are some cards that people aren’t quite as hyped about or that aren’t getting as much attention as the rest of the new set. These cards might not necessarily win a game on their own, but they’re guaranteed to have some impact and either deserve some consideration or, in the case of old cards, warrant a second look. In no particular order, here are some of my favorite sleepers for the format:

1. Hidden Motive
If you’re running blue right now and you don’t have two copies of Hidden Motive in your deck, you’re probably doing something wrong. This card is utterly insane and yet I frequently see people on TTS that aren’t running it in their blue decks. This is perhaps understandable considering how unavailable Rivals is at the moment, but you should be rushing to put this into your decks. This is an auto include for any deck that has blue in it. Hidden Motive functions like Doubt with less of the crippling downside that can come with your opponent rerolling into what you were trying to remove. While it does tend to feel bad when Hidden Motive only rerolls a die instead of removing it, for a 0-cost event, Hidden Motive has the potential to do so much. Play. This. Card. Seriously!

2. Force Throw
I think people have forgotten just how devastating Force Throw can be. This card hasn’t seen frequent prominence for quite some time, but new cards have made it even easier (and more important!) to use than it was before. More than ever, Destiny matches have turned into a race, and Force Throw presents the scintillating opportunity for you to get 2-for-1 value out of your opponent’s dice when resolving the Special. Character and upgrade dice are much better than they were in Awakenings and an early Force Throw inevitably forces your opponent to rethink how they play a round. They have to remove it or they’re going to lose severe value on one of their dice.  With a wealth of resource generation and cards like Reaping the Crystal and Chance Cube, it’s become incredibly easy to hard cast Force Throw onto a character without emptying your piggy bank. This is one instance where I feel comfortable saying that Special chaining is good.

3. Into the Garbage Chute
This card is an incredibly good excuse for running three character heroes. Barring the case of Padawans, you are almost always going to have one character that doesn’t have an upgrade attached to them, especially in the first couple of rounds. Exchanging two of your opponent’s damage dice for the rolling and resolution of one of your character dice is a trade I’m literally always willing to make for a resource and a card. There is a lot of value to be had in this card. Most decks are using some form of damage on their dice, and while there are exceptions that use a lot of Specials to deal damage, they absolutely aren’t immune to the effects of this card. Into the Garbage Chute is a great way to blow out your opponent’s round without having too many prerequisites (a la Feel Your Anger) or putting a damper on your resources (Hyperspace Jump).

4. Mother Talzin
Consistency is so often king in Destiny, and we all know that behind every great king is an even greater queen. Hyperbole aside, Talzin has some real potential to be a dominant factor going forward in Destiny. Her 9 Health leaves something to be desired, but her die sides are consistently good and her ability mimics the consistency of Nightsister’s ability without having to kill herself. Even without building a deck specifically around 1- and 3-cost cards, having at least half of your deck trigger her ability affords you added consistency throughout your games. Her low cost means she’s open to numerous pairings. Again, Destiny has so much resource generation and cost mitigation in the standard format, meaning that a high cost deck isn’t necessarily out of the question if you play intelligently. Pairing her with Witch Magick, arguably another sleeper card, practically gives blue villains a Field Medic with potential upside. I’ve never been good at rolling well, so I’m always happy to take Talzin to help mitigate some of my luck.

5. Vandalize
Nobody really liked Rend when it first came out. It was used, sure, but the card hasn’t seen widespread use in the meta game because of its limited scope. It basically only hits one or two consistently played cards — Holocron and Chance Cube — and while both of these are quite impactful, they’re not necessarily as game winning as other supports and upgrades. Cue the arrival of Vandalize, which solves a lot of the problems that Rend previously had. While the cost is technically higher, Vandalize has the capacity to remove more than just a couple of 0-cost upgrades — most importantly, it hits Force Illusion, which is a near constant include in deck lists and is a huge reason to dip into blue right now. We just saw Vandalize be clutch in the finals of the Portland Regional, in which it took care of C3PO at critical moments in the best of three match. Vandalize can hit your opponent with a devastating loss when it really counts and has way more flexibility than its predecessor in Rend. I foresee this being an auto include in most yellow lists.

6. Hondo Ohnaka.
If you told me that Hondo was going to be a sleeper pick in Destiny a few months ago, I probably would have laughed you off and told you he wouldn’t have been relevant. What started as a meme deck within the Artificery crew quickly proved that it had legs during our internal testing and, much to our surprise, had a huge showing at the Portland Regional this last weekend. Hondo puts your opponent into a really unfortunate position: Either they’re going to take three damage to the face or they’re going to hand you a resource. Nobody wants to take damage, but losing a resource and giving it to your opponent early on in the game can have a devastating effect on your ability to maintain your momentum. What results is a really clutch mid-range character that, when partnered with special chaining gurus like Poe2, Yoda, and Aayla, can really put a hamper on your opponent’s board development while skyrocketing yours. Hondo is legit and people are going to be testing him out aggressively for their upcoming events.

7. Entangle.
Entangle is Electroshock twice with up side. I get how that can sound uninspiring considering how little Electroshock tends to be used nowadays, but I’m a much bigger fan of Entangle than I am shock. The ability to remove two dice the moment a character rolls out in the beginning of a round is an incredibly useful utility. Having to Spot Yellow isn’t the most convenient thing in the world, but Entangle’s second restriction is almost never an especially large inhibitor because almost no decks are running big character dice with values higher than 2. Even better, we’ve belabored the point about Specials and Special chaining being really good coming into Legacies, and Entangle has zero problems dealing with multiple Special sides with a single action. This is a really powerful card that finds easy use in a color that is already infamous for loading itself with a handful of resources over the course of a game. Entangle is costly, yes, but for the psuedo-Ambush it gives you when an effect like that counts, it’s still a really good card.

 8. Suppression Field.
Continuing with the trend of “like this old card, but better!” is Suppression Field… which is like Honor Guard, but faster. Recurring this with Docking Bay gets a lot more bang for your buck. Suppression Field, despite not being able to get rid of Special sides, has the potential to really disrupt your opponent’s game plan and can be used multiple times without having to replay it. Yes, it does cost more and yes, it does potentially just end up being an Honor Guard if you have to remove a die with a value of 3 or higher, but that situation rarely, if ever, seems to occur. Besides which, there’s nothing keeping you from playing Honor Guard and Suppression Field together. Red is chronically short on good removal options and this, along with several new additions to the repertoire like Battle Fatigue and Crash Landing, have the potential to help red push out beefier and better removal suites. It’s also important to keep in mind that Suppression Field deals with Sabine shenanigans incredibly well when it’s on the battlefield before she rolls out.

9. Cunning.
The spike in Specials use has really amped up Cunning’s power, particularly considering the fact that there are two very prominent characters, Poe2 and Yoda, that are more than capable of fixing the issue Cunning had in the past. With older sets, Cunning was always a huge hamper because of how utterly unreliable its die could be. Yes, it could imitate Specials, but only if it rolled one of its six sides. The rest of the die sides are kind of garbage, unfortunately, especially for a two-cost upgrade. Now that Special chaining has come into prominence, Cunning is incredibly good at getting more bang for your buck from good upgrades like Poe’s Blaster without all the downsides it previously suffered from. Throne Room is just an end of the turn boon, unlike the outright necessity it was in previous sets. And that makes Cunning all the better moving forward.

10. Canto Bight Pistol
This card is hot. While it plays a bit too similarly to a generic Lightsaber, which is a card that has largely fallen out of use, it has the advantage of having a ranged damage side instead of a melee damage and its special, while not dealing unblockable damage, just outright decimates villains. Redeploy is the icing on the cake for a card that has so much usability while being gray .Again, Special chaining has really elevated this card’s usefulness from a somewhat disappointing and inefficient card to one that can be used frequently and consistently, much to chagrin of any villains characters that happened to be sitting on the opposite side of the table. Unlike Lightsaber, Canto has no modified sides, so you’re rarely in a particularly awkward position when it rolls in.


Here are some other honorable mentions:

  • Unbreakable: Another piece of great removal with a caveat that isn’t always a hindrance for certain decks. This will literally always hit Specials and blanks and can go after more if you have a character with a shield or two that your opponent isn’t targeting or just have a wealth of shields being played on your characters.
  • Easy Pickings: There are a lot of qualifiers for this card, which makes it awkward to use, but it can provide blow out potential for your opponent’s turn for just a single resource. This is a really good answer to Special-centric decks that use characters like Hondo and Yoda with multiple Special sides, particularly when they’re used alongside other Special wielding characters and upgrades. It’s cute like Feel Your Anger but not always as awful.
  • Hyperspace Jump: This one is oftentimes essential for mill players who rarely see their battlefield and need a way to mitigate big swathes of damage that their opponents output. Hondo’s resource generation helps enable this much easier than it once was and as character dice get better and better, the efficiency of Hyperspace Jump also increases.
  • Concentrate: This card, when paired with Force Speed, has the potential to just blow out your opponent and win a game. If you’re running Force Speed, I almost feel like this is a worthwhile one-of just for the potential to decimate the opposition in short order with a surprising tech card.

Feel like we missed some key cards here? Don’t hesitate to join the discussion on Discord so that you don’t miss a minute of the quality chats we’re having with our community members. The TTS League Season 4 top cut is well under way and you can check out the recordings of each match on our Youtube channel.