Restricted formats have always been my favorite way to play Destiny. When I found out there would be a local progressive Convergence league, I was pumped!
In our league format, players were allowed to use one starter kit, one draft kit, and six packs to build their decks at the first progressive league event. After that, players got three additional packs at each league night. We also followed normal deck building rules rather than allowing players to mix affiliations like in drafts.
Overall, the league was a hell of a good time. We got cool stickers every week that we showed up, and there were a ton of cool and unique prizes at the end.
During week one, the best options for deck building were to pull Naboo Palace Guard and play Obi-Wan/Satine/Naboo Palace Guard or pull Sentinel Messenger and play four-wide (Sentinel, two Commando Droids, General Grievous). I pulled the Naboo Palace Guard. Unfortunately, every game felt like a pretty standard draft game, and the four-wide decks often proved too much to handle.
Weeks 2 – 4
Things got interesting in week two after I opened all my packs. After staring at a dozen characters, considering every possible combination, I noticed I could play eObi-Wan Kenobi/Maz Kanata. I’d always regretted not playing the original version of Obi/Maz, so this was finally my chance! Besides, if anyone was going to jump into a sea of droids with only 21 health, it was gonna be this guy.
She’s Got The Power (Action)
Maz brought a lot to the deck. She had decent health points, but more importantly, she had two base sides for Obi-Wan to use his Power Action on. Very rarely did I go a round without being able to employ it. Maz is also quite possibly the most interesting character in Convergence thanks to her Power Action—never have I seen a card cause so much doubt in both my opponents and myself.
So—Maz’s Power Action. There seems to be a lot of debate about when to use it, how to use it, and whether or not it’s even any good. I decided that the best way to test it out would be to use it 100% of the time. Applying this strategy in the first week pretty much threw everyone off balance, myself included. However, in the last two weeks I settled into using it when an opponent had one good die showing and I had garbage. This forced them to choose to turn one of my dice, and then I would choose the indirect damage and the reroll. In a format light on mitigation and focus, this proved to be invaluable. Between both Power Actions, my three dice often felt like four.
This is the deck in its final form:
And these are some of the card highlights:
- Force Pull and Soresu Training – I didn’t pull these until the last week of the league. The Soresu Training special was the MVP in one game, and I Force Pulled a Satine, which was fun.
- Grievance Striker – This is basically one free damage, plus it has some sides for Obi-Wan’s Power Action. It really pulled its weight throughout the whole league.
- Mandalorian Jetpack – Ooh baby, this card is great! With its special, you can reroll any die and then punch someone in the face with it. It helped with rerolls, helped with the Obi-Wan mirror matches, and straight up won a game. This is definitely the No. 1 upgrade.
- Obi-Wan Kenobi’s Interceptor – This is probably the only three-cost card in the deck that is actually worth the three resources—it can hit!
- Wounded – In one game, I was facing another Obi-Wan who had two health left plus shields. I played Wounded, but he claimed, since in the next round he would most likely be able to roll lethal damage on his first activation. I then went for the sneak attack play: another Wounded for the win! I’d been holding onto two in my hand for a while.
- Mean Streets – Having this battlefield with Maz was great. There were not a lot of other scoundrels being played, and I often won the roll-off. I also usually had the speed to claim. In one game I won the roll-off but could tell I was the slower deck—I still chose my battlefield but never put any resources on it.
There were many close games throughout the league and during the final event, but good ol’ Obi/Maz managed to pull out the wins for a first place finish! In game after game the duo would eventually roll hot. This is what makes these limited formats so fun—there are many tough new decisions to make, rolling hot can actually turn the tide, and you can make huge, obvious mistakes that don’t immediately cost you the game. You’re able to sit back, relax, and roll some dice with the absolute best gaming community.
Honestly, we should play less Standard and just jank it up instead.