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Beginners Guide to Destiny Part V: Costs

In part IV we talked about having a decent Resource Curve so you will have the ability to draw a playable card each turn.  This article will cover why things cost the way they do, and why some cards are better for you in the long run.

Each card has a Resource Cost, Opportunity Cost, and Card Restriction Cost.  Resource Costs are clearly printed on each card.  Card Restriction costs are also clearly defined in the Text area and my be as simple as not having a cost, or having to play the card on a specific color character.  Opportunity Cost is what you are giving up to play a specific card.  A basic example is deciding if it is better to play a Gaffi Stick (AW 25) versus a Backup Muscle (AW 99) and an Electroshock (AW 159).  Every game, every turn, the Opportunity Costs change, so this is the most varied cost in the game.

Finally, lets talk about the concept of Efficiency.  Since every card can do it, lets say that the ability to discard a card from your hand to roll as many of your dice as you want to be 100% efficient, as it also has 0 Resource Cost and be considered a neutral ability by having no color restriction.  Any card, at any time it is in your hand, can be used for this ability.  Now, the Opportunity Cost is rather high, as you are giving up the ability to play the card for what the card actually does, and you are giving up any other action that turn to reroll your dice.

Now, lets look at an in game card comparison example.  Unpredictable (AW 162) is a Yellow 0 cost Event that has the Ambush keyword and the text that says “Reroll a die (yours or an opponent’s).”  This card has no Resource Cost, and a great Opportunity cost, as you are allowed to take another action after you play it thanks to the Ambush keyword, and no Card Restriction Cost.  However, all it does is allow you to reroll a single die on the table, even your opponents.  Useful, sure, great, maybe.  Your opponent can roll into a better die face, the same, or worse.

On the other hand, Use The Force (AW 149) is a Blue 1 cost Upgrade that says “Spot a Blue character to turn a die to any side.”  Here you have a fairly restrictive Card Restriction Cost as you need to have a non-defeated Blue character in play in order to play it.  Also, as a 1 cost Event, this has a high Opportunity Cost.  However, it all balances out when compared to Unpredictable as you are allowed to set the die to a specific side, and not let chance decide.

So, which one is better?  Really, that depends on the deck you are playing.  Obviously, if you are playing a deck that is missing the specific color, then your choice is simple.  If you are playing a dual Blue/Yellow deck, then it comes down to many different factors.  For me, in my pure aggro Darth Vader (AW 10) and Tusken Raider (AW 22) deck, I use only Unpredictable, as I want to be able to do more things each turn, so the Ambush keyword works well for me.  Also, having it 0 cost when the deck is notorious for being resource starved is another good thing.  On the other hand, for my Rey (AW 38) and Han Solo (AW 46) deck, I put in two copies of both cards.  I like Unpredictable as it works with Han’s ability, and having the option to also chance dice to a specific side allows me to maintain greater control.

You can apply this thinking to many different cards and upgrades.  So, in the long run, if you include the most optimal cards for your deck, you are able to better make optimal choices.


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