Check out these new cards revealed yesterday on FFG’s official stream demoing the new 2-player starter. FFG also revealed the 50 card decklists for both Luke Skywalker and Darth Vader starter decks. Most importantly, they revealed that all cards exclusively found in the starter deck will come in triplicate, so unlike previous FFG games, you will not be required to buy multiple starter boxes to have a playset!
Check out our thoughts on the spoiled cards below:

Justin : But why not on a vehicle!? Nothing like the Millennium Falcon wielding Luke’s Lightsaber to save the day! Obviously, this card is an auto-include in any Luke Skywalker deck, the question is how many copies do you run (I like 2 probably), and is the card good enough to be run outside of a Luke deck? I feel like we haven’t seen enough upgrades to get a concrete valuation on the numbers here, but 2 for 4 stats seems likely to be about average curve for upgrades, so I’m not holding my breath.
Tyler : Doesn’t exclude droids, tho! Looking forward to R2 swinging this baby. Since the stats look on curve, we’re really judging it solely on ability. With hero Luke clocking in at 7 health, the healing is potentially a huge swing for decks running him as their Leader. Also, this is a powerful “When played” ability on a relatively cheap card, meaning the most interesting opportunities may be in recurring this with a yet-to-be spoiled card.

Justin : A fun card, especially if you can line up the timing to drop it on a nice leader or late game unit with high power. +2/+2 seems to come out at about 2 resources on other cards, so if we look at cards like Open Fire as a baseline (3 resources for 4 damage), I think we can pretty easily get over 4 damage for the 3 resources of value needed past the +2/+2. Overall seems like a pretty good card for green.
Tyler : This could be our build-around card for villain green. Paired with an AT-ST or Star Destroyer, this is tantamount to a board wipe. The only way this isn’t a good card is if all those high-cost units end up being unplayable.

Justin : Big fan of this card, a 4/4 attacking unit that breaks Shields and ignore Sentinel? Sign me up! Seems like a solid include.
Tyler : Your standard 2-drop has 2/3 stats so we’re essentially paying 1 to get Saboteur, Raid 2 and an extra health for 1 cost. That seems like great value. Interested to see if the Saboteur keyword undercuts shields as a game mechanic. Anybody remember OG Vibroknife?

Justin : Sentinel on a stick for a round can be quite valuable, but the rest of the card feels fairly underwhelming. Could see it fitting in a control deck that will want that mid-round push of Sentinel to help out.
Tyler : It appears the designers value the Sentinel keyword very highly. Fellow 6-cost card AT-ST has higher stats and the Overwhelm keyword, so the message is that Sentinel is worth 2 stat points versus other keywords. Maybe that extra cost is worth it, but my gut tells me this is gonna be a binder card.

Justin : Obviously love everything about this card thematically, gameplay can be a strong removal card at 1 cost. I expect to see 3 of this in most decks that can run it for the starting meta for sure.
Tyler : It’s hard not to love this as removal. The only hesitation I have is about hand management. We eventually decided that 1-for-1 removal in Destiny was below curve. In a game where players only draw two cards a round, maybe trading one of your cards for an opponent’s will eventually be suboptimal. (shoutout Austin!)

Justin : Obviously the shtick here is to try and play Ozzel when your opponent has no exhausted units in play for really good value. How often you’ll be able to do that is the question. Thematically super fun card with Ozzel jumping the fleet in too close to Hoth alerting the Rebels to raise the shield and prevent the Star Wars franchise ending early!
Tyler : The stats here are on curve so we’re getting his ability for free. Giving a unit ambush if our opponent’s board is empty/ready isn’t bad. You have to be playing a 3+ cost unit to make it worth exhausting Ozzel tho.

Justin : A little bit of control and defense in a cheap package. 2 to exhaust an enemy unit is already fairly strong, a free shield token seems like icing on the cake. Good card!
Tyler : I would expect a card that just said “exhaust a unit” to cost 1, so the 2nd point of cost is all going to get us a shield. If there wasn’t a restriction on the shield, I’d be happier. Rogue Operative just got better!

Justin : Best suited for a go-wide Rebel deck. Not sure that’s a thing you’d want to play with the revealed cards so far, but could be interesting. Would probably be more likely to play the Veers similar design below.
Tyler : In a game with limited card draw, I question how wide players will be able to go. I’d probably need a card that summoned a 2nd unit when played to get excited about this.

Justin : As said above, I like the idea of this over Dodonna, especially with the amount of low cost stormtroopers and whatnot we’re likely to see.
Tyler : I like the lower cost point. These guys are gonna be targets, so getting a second copy onto the table quick is essential. Great synergy with Tarkin.


Justin : Overall I was really satisfied with the way these 2 decks played on the FFG stream. I look forward to printing them out after we get the last 3 cards revealed and jamming some games in ahead of the release!
Tyler : I was able to play the demo games at GenCon, and this is a great step up. Can’t wait to jump into deckbuilding with more cards as they’re spoiled!





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