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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.
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.
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.
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.
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