The power level between Star Wars Destiny cards is often talked about, especially on Facebook. And while that’s not exactly what I’m here to do today, I am taking a closer look at some of the stronger cards that aren’t seeing play in Standard right now.

Not all cards are created equal, and we accept that any time we dive into a CCG, but the inequality in Star Wars Destiny has always been an issue. It always feels to me like there are a few archetypes and those that are similar play mostly the same cards with a few tweaks and changes depending on the player and the meta. The following cards are ones that I think could see play over the course of their legality, and if given some time in the sun, could really shine. Big ups to my teammate HonestlySarcastc for giving me some ideas of where to look.

While in a vacuum Wheeta Palace isn’t broken, I’ve always sought out cards that reward or take advantage of a specific play style and/or plan. With Wheeta Palace we can set ourselves up for a big round 2 by moving pretty speedy through round one. A lot of decks, even support decks, might just look to accumulate resources and set up for a big second round, and this is the perfect battlefield for that.

This one could have a pretty big drawback in a faster meta, but that’s not something we’re seeing right now. If you can be on the fast side you can use this card as an old school Theed Palace, simply using a power action to get an extra resource. Even if we never use it beyond that second round, it gives us some nice value for ending up with our own battlefield, and it’ll certainly make our opponents think twice about taking the shields.

While this is a little pricey for not being able to reroll a bunch of dice (we’ve paid a lot less for a much better effect in the past), it seems like it would work pretty well with a few red characters, specifically Jyn, Padme, Kes, Biggs, and K2SO. Getting to use it with Biggs in a big vehicle deck sounds especially cool, especially if we have a way to ready the vehicle as well, a-la N-1 Starfighter.

Padme’s Focus make this card especially juicy, as we can use one of her activations simply to support the team. Padme’s dice have a big target on them in terms of our opponent’s mitigation, so drawing that out and/or sneaking in some early damage before using her focus sides to hit max damage makes this card a sneaky proposition that people won’t see coming.

We’re Home

While we’re discussing readying cards cheaply, We’re Home definitely fits the bill. While only one Scoundrel character currently has more than two resource sides on their dice (Watto), several have two across Standard and Infinite formats which makes this card better than a 50/50 proposition if only one of our elite characters has two resource sides, but an 80% shot when we have all four of our character dice across two elite characters yielding two resource sides assuming we don’t have a Watto in the squad (and an 89% shot when we do). Since this is a hero card Watto and We’re Home only work if we’re fielding Enfys Nest or a marauder, but it’s still an option.

Agent of Zion brought up this card last night in the Discord when I was talking to Joe about possible cards for the article, and he’s not wrong. TheGandork chimed in that this card could go really well in a Padme deck; we’ve already discussed how good extra activations out of Padme can be, and if you strap an L-S1 Hand Canon on her the damage potential with just her activation is 9, which is enough to finish a team off even in the early rounds of a game.

The key with this card is being able to find it and pay for it in the same game you were able to aggressively put damage into your opponent without them having killed any of your characters. This is the tallest order, one that may never work. But it’s certainly a card to keep an eye on as resource generation continues to creep up to extreme token totals.

I’m still waiting for Slice and Dice to find a home. I love this card and while yellow and melee don’t often mix, there are plenty of yellow melee characters now, and some great upgrades with 3X and 4X sides that can really take advantage of this card because those sizeable damage sides often have a resource cost to them.

Unblockable isn’t that important of a mechanic right now in a post Force Illusion world, but there is still enough shielding to make it useful. What I like most about this card is its ability to save your blue sides from going wasted into the next round. We’ve all been stranded with modified sides at one point in our Destiny careers or another and this card says Not Today to unresolved blue sides.

While this card has seen some play, it hasn’t been enough in my opinion. This card is b-b-b-b-busted, and while vehicles, mods, and controlling the battlefield don’t mix super well, there are enough cheap vehicles and cheap mods for us to build an aggressive, speedy deck that can take advantage of this blowout mitigation card. This might be the best mitigation card nobody is playing, and while hero decks remain far below the curve of the strong, cheap villain mitigation cards out there, it is cards like this and Hasty Exit that can bring heroes back to the forefront if taken advantage of.

I have to believe that there’s some version of a BB-8/Crait Speeder deck that hasn’t been discovered, possibly with Biggs or even Rex. I’m not sure I just know that this card is bonkers and doesn’t take much set up. Combined with Resistance Ring it might just be good enough to change the meta.

It is absurd that one of the absolute best characters in the game over the last year is nowhere to be found in the Standard metagame. Yes, heroes are on the backburners right now, but Yoda is good enough to carry the heroes into the light. I don’t know where he shows up, but I do know that it’s absolutely criminal how underplayed he is right now. I think he’s still best suited for a mill deck, but No Answer has kind of taken over as the most aggressive thing we can do to mill our opponents, but what if we could do both?!

While Force Illusion certainly helped our little green friend thrive before the rotation, Yoda+Force Jump remains one of the strongest defensive plays in Star Wars Destiny, and it is going to find itself a home before the wizened muppet rotates out next year.

That’s all for today, be sure to chime in with the cards you think are criminally underplayed right now, and maybe we can find those homeless Destiny cards some hot dice.

Thanks for reading,

BobbySapphire