You may remember a series of articles we did leading up to last year’s worlds (a long time ago, I know!), in which we profiled decks we expected to see at worlds. Since we’re unlikely to see a new set before Worlds and Gen Con has given us an idea what to expect in this sets meta, it’s time to begin Worlds prep again! Today will be the first in this years Road to Worlds series, in which we attempt to profile as many of the meta decks as we can – giving overviews, evaluating strengths and weaknesses, and looking at matchups against other meta decks. I’m starting with Han Droids, because it’s the deck I played at Gen Con, and thus the one I know the most about! The deck didn’t have a great performance at Gen Con, but the deck IS strong, and fills one corner of what I would consider the droid trifecta: Satine Droids (ramp/support), Chopper Droids (control), and Han Droids (aggro).
Spark of Hope is out and Gen Con is just around the corner! The meta is brand new, making preparation difficult – much to test, there is! With that in mind, I’ve put together a list of 10 questions I’m asking myself as I prepare for Gen Con:
For most of Convergence, we’ve been living in a support dominated meta. As cards like Entourage and Megablaster troopers have entered the game, great upgrades like Ancient Lightsaber and X-8 Night Sniper have rotated out, leaving support decks in a great place and upgrade decks crying in a corner. Among other things, upgrade decks have been missing a “bomb” – support decks have power moves like dropping Megablaster Troopers or Vader’s Fist, leading to big spikes in damage, while upgrade decks can play… Dagger of Mortis? (woo). That’s all about to change.
A part of deck building and theory crafting is trying to find ways to gain advantages over your opponent. Hand advantage, though less important in Destiny than in some other games (due to drawing back your hand each round), is one possible area to exploit when considering possible combinations of characters and cards. An easy example of a character who gained you hand advantage was the original Darth Vader, whose ability essentially gained you a 20% card advantage over the opponent each round (5 vs 4 cards). The advantage this presents is subtle but important – more cards means you have a better chance of maximizing your round than your opponent does. So in today’s addition of Magnuson Madness, I’ll be looking at a combination that maximizes card advantage – Dooku3 + Separatist Conspiracy.
Before Worlds 2018, support decks and upgrade decks had largely been kept separate. Then the Hyperloops brought out Drive By Shooting, a deck that combined the most efficient vehicles with the most efficient upgrades. Since then, support decks have continued to sprinkle in powerful upgrades (like Handheld Cannon), understanding that the more above the curve cards you can include in your deck, the better. As I’ve been theory crafting Convergence, I’ve noticed that my Middle/Middle decks have trended in a similar direction – they all seemed to be including Megablaster Troopers. We’ve reached a point where a number of the most efficient cards are supports and the pool of good upgrades is shallow. So my thesis is this – for Middle/Middle decks to rise to the top in the current meta, they need to find ways to include powerful supports, while still operating in a way that is different from the traditional 3-wide ramp support decks. The following are 3 examples of how this can be done.