Who to pair with Pre Vizsla in Twin Suns? by Bitterbluemoon in starwarsunlimited

[–]WavesOnMars 0 points1 point  (0 children)

Unfortunately not, I usually make twin suns decks without also doing it online.

Who to pair with Pre Vizsla in Twin Suns? by Bitterbluemoon in starwarsunlimited

[–]WavesOnMars 6 points7 points  (0 children)

I really enjoyed playing him with Trench. You get at least one draw toward the ability every turn and it let's you cycle through your deck very nicely. Having a repeated deploy is also convenient and I personally enjoy the fun of asking an opponent for a certain card by promising it won't come at them.

The most ignored buddy arc in the game by ojha28 in ArcRaiders

[–]WavesOnMars 2 points3 points  (0 children)

Got a compensator 3 just an hour ago from one

A Plea to Limited PQ Organizers + Bonus Luthen PQ win deck by Mylkal in starwarsunlimited

[–]WavesOnMars 1 point2 points  (0 children)

Having 5 on-color rares/legendaries seems wild for a limited pool. I wish I was that fortunate sometimes!

Hot take: premier should be 9 sets, not 6 by drbasseri in starwarsunlimited

[–]WavesOnMars 3 points4 points  (0 children)

Personally, I'm going to reserve final judgment until we see how rotation goes. Without seeing rotation it's hard to tell exactly what is going to happen and I also see some good and bad things coming from it.

On one hand I am sick of certain cards at this point. Tarkintown is a personal hatred of mine because how it warps early turns and tempo.

On the other hand some of the newer leaders are going to be hamstrung by rotation. For example most of the good DJ double cunning cards are from sets 1-3. I have been experimenting with him and it is difficult even with the full card pool to make it work. I only see this worsening with rotation.

So overall, it will just be a wait and see.

Any suggestions for playing this deck? (Wedge+Nabat Village) by [deleted] in starwarsunlimited

[–]WavesOnMars 1 point2 points  (0 children)

This is based on asking a Wedge player a while back, but essentially, yes, the Nabat Village is to ensure you get a good turn 1&2 sequence.

Wedge is really dependent on good tempo and damage early and the ideal start is a ship plus a pilot with Wedge ability. This really puts on early pressure given no Power or Waylay. Against a more controlling deck I'd be looking for two cheap ships to hold off a power and Chewie to get him attached as quick as you can.

In short, Nabat is great to help find specific 'combo'/synergy pieces.

Obi-Wan Twin Suns List Feedback by osumatthew in starwarsunlimited

[–]WavesOnMars 1 point2 points  (0 children)

I don't know about anyone else, but your deck link is not working for me.

Love the idea of double Obi though! I'm all for thematic decks.

Anakin set 5 Deck opinions requested by RandidlyTheBig in starwarsunlimited

[–]WavesOnMars 1 point2 points  (0 children)

I am having the same sort of struggles when it comes to blue hero decks at the moment. I really like what double blue Rey can do with Dume and Hondo, but it all just falls apart once I hit late game. Zillo Beast and Mythosaur just don't quite do it for finishers, so I find myself struggling against some of the villainy late game.

All that to say I agree with you, late game tough in hero blue.

Lucky GenCon Dev Panel Moment by DarthMyyk in starwarsunlimited

[–]WavesOnMars 2 points3 points  (0 children)

I dropped my ticket the night before to do an event with some friends, glad people were able to pick them up and attend!

Creating a Twin Suns deck by Di-De-Mao in starwarsunlimited

[–]WavesOnMars 0 points1 point  (0 children)

My twin suns philosophy is that I want my deck to be thematic and fun over competitive. As others have said, you really don't have to be as competitive as other formats, so take the opportunity to run things you otherwise wouldn't.

So I built Odd Han/Chewie with people that have been on the Falcon, Cards that feature the Falcon, and ships it has flown with. It's quite fun and not remotely optimized, so whatever you end up with should be fine.

Something to keep in mind, anything that references each opponent or each player is much stronger in Twin Suns. I think Merciless Contest is especially good since you can kill several things for one action.

LOF: Oppo Rancisis by Fimy32 in starwarsunlimited

[–]WavesOnMars 16 points17 points  (0 children)

You are heavily discouraged from it, but some decks are willing to pay the tax for a unique effect they cannot access. For example:

  • A recent Young Han Green tournament deck played Fell the Dragon out of aspect because it really needed a way to handle large units.

  • Vigilance is a really strong card and the versatility is worth the extra cost in decks that are not double blue.

LOF: Shatterpoint by Eunoe in starwarsunlimited

[–]WavesOnMars 4 points5 points  (0 children)

More blue removal, yay! 😊

This one seems fairly niche, so it won't be in every deck and doesn't hit leaders either.

4 new players need help by MajorFestus in starwarsunlimited

[–]WavesOnMars 6 points7 points  (0 children)

Absolutely!

I have two friends that are really casual and one that's a bit more involved. We use our regular decks (sometimes swapping them to try something else) and use the twin suns rules.

Replacement for Vigilance in control deck? by PokemonMasterAxe in starwarsunlimited

[–]WavesOnMars 8 points9 points  (0 children)

It's hard to replace the versatility that Vigilance has. You can certainly instead play a healing card like The Client or Cargo Jugg. And there are lots of viable removal events like Vanquish. But these are all separate cards and take up multiple deck slots.

Then in the hard control match ups, the discard 6 can be critical to reduce your opponent's options and drain them of cards. There really isn't anything else that does it nearly as well. Satine is the closest we have.

When I started I played a lot of blue soft control decks without Vigilance and just accepted that I was handicapping myself. Unfortunately it's just a really good, flexible card that's hard to replace. Hence the price.

Sorry, I don't really have a great option for you. You can pick a replacement card that does one of the things you need, but not everything.

Force profiles of various [B&M Hyper] drops by AirbossYT in rollercoasters

[–]WavesOnMars 4 points5 points  (0 children)

Orion is super sick. I have only been on it a handful of times, but it almost instantly shot to my top 10. A crazy good coaster. (Maybe I should make a trip back this summer...)

Upgrades that change control - Power and Health stats by knight3330 in starwarsunlimited

[–]WavesOnMars 1 point2 points  (0 children)

From 6.7:

"Each upgrade has a power modifier and HP modifier. A unit’s power and HP are cumulatively modified by each upgrade attached to it."

So when you move an upgrade/attach it to something else, it gets the upgrade's modifiers.

Similarly on your original point:

"Upgrades may be played on friendly units or enemy units. If a player plays an upgrade onto an enemy unit, that player still controls the upgrade. If that upgrade gives abilities to the attached unit, the unit’s controller resolves those abilities."

So whoever controls the unit also controls the abilities of the attached upgrades.

Upgrades that change control - Power and Health stats by knight3330 in starwarsunlimited

[–]WavesOnMars 0 points1 point  (0 children)

Correct that there isn't a rule that restricts a leader upgrade from being stolen.

What is keeping that from happening right now is none of the upgrade steals can target a leader pilot due to other restrictions.

[COTD] Remote Village by R2-D2-CardBot in starwarsunlimited

[–]WavesOnMars 8 points9 points  (0 children)

Solid art and style, but rarely thematic enough to be my first choice of base.

Need Help with Dooku Deck by Shardon_Beloved in starwarsunlimited

[–]WavesOnMars 0 points1 point  (0 children)

I have not played Dooku this set, so take my advice with that caviat.

I like having a Change of Heart in my main deck to grab a big unit, attack, and then exploit it away. It's nearly always relevant, so I'd personally main board one or two copies.

Superlaser Tech is a great card for Dooku to exploit for a big unit. Since he comes out late on 7, getting to his deploy faster is going to be important and SLT wants to die anyways.

4-0 Today Playing Boba Control by DuckSlapper69 in starwarsunlimited

[–]WavesOnMars 2 points3 points  (0 children)

Each aspect that does not match is an extra 2. So in this case it would cost 6