10/28/2022 0 Comments Loop hero card combosThe combo is the core of our deck, but each combo piece can stand alone and work to further our gameplan whether we pull off the combo or not. Running Interference is quickly becoming the best Hero card you can play, and possibly the best card to play in Destiny, period. #LOOP HERO CARD COMBOS FULL#Unlike other combos pieces in Destiny that are useless by themselves (looking at you, Ammo Belt), our deck is full of powerful cards and interactions. By all accounts, it seems like the odds are stacked against us, and our “fun” combo will never make it out of Magical Christmasland, right? It can be interacted with, unlike the Awakenings Hyperspace Jump combo special, or chaining Second Chance triggers with Ammo Belt. In addition, Jango Fett - Lethal Mercenary and Nightsister shut us down hard, making these characters kill on sight.įinally, Rend is a card, and the combo only works once we get both Running Interference on the table. Expand our search beyond what we currently consider ‘playable’ to things like Hidden In Shadow and Honor Guard, and that number doubles. As of right now, by my count there’s around 10 ‘playable’ action cards that can give you trouble, things like Luke's Protection, Backup Muscle, and the aforementioned upgrades. So, a Hunker Down or Ancient Lightsaber on the field breaks the combo, as it gives our opponent three potential actions they can take. #LOOP HERO CARD COMBOS FREE#This isn’t advised, as we get a full free turn and next round we can just play as normal, making sure to claim before them, which puts us back at step 1.Īlso, our opponent can activate a card action if he/she has one available. Our opponent can claim the battlefield, which would give them priority on the next round and the ability to play out a turn unless they do something crazy (like not activating for their first action). Binning Thermal Paint nets us do two damage a turn, and lets us play it again from the discard pile repeatedly until we kill our opponent. On most boards, this means they have to pass, at which point we pass and the loop starts over. See it yet? With our first action, we trigger Running Interference twice, and our opponent can’t play a card from hand or activate a character or support. 4)Trigger Thermal Paint to deal a damage, and then discard it to deal an extra damage. a.Tap Running Interference to prevent our opponent from activating. 3)Activate Sabine Wren, playing Thermal Paint from our discard pile for 1 (if we didn’t play from hand). a.Tap Running Interference to prevent our opponent from playing a card. 2)Use Infamous to play any card from hand with ambush. 2) Thermal Paint in hand or discard pile. 1)Both Running Interference and an Infamous on the field. If you haven’t found out yet, Sabine Wren is at the center of an infinite damage combo in Star Wars: Destiny, and its scary good. Running Interference is busted, and this deck aims to prove it.
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