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Annoyance; AKA Carson’s Pile

    Deck ID: 16972

    Author: Carson "tarkinsaide" Swanek

    Title: Annoyance; AKA Carson’s Pile

    Side: Light

    Date Published: 2001-06-24

    Description:
    A high-destiny podracing pile.

    Rating:
    4.0

    Cards:

    'Starting 6

    Tatooine Slave Quarters

    Podrace Prep

    Boonta Eve Podrace

    Anakin’s Podracer

    Tatooine Podrace Arena

    Brisky Morning Munchen


    Locations 3

    Tatooine Mos Espa

    Tatooine Podracer Bay

    Tatooine DB 94



    Characters 11

    Jar-Jar Binks

    Qui-Gon Jinn

    Obi-Wan Kenobi, Padawan Learner

    Luke w/ Lightsaber

    Leia w/ Blaster Rifle

    Han w/ Heavy Blaster Pistol

    Lando w/ Vibro-Axe

    Shmi Skywalker

    Threepio w/ His Parts Showing

    Corran Horn

    Figrin D’an


    Effects 6

    Traffic Control x2

    Revolution

    Hindsight

    Wars Not Make One Great

    Eyes In The Dark


    Interrupts 33

    Suprise Assault x5

    A Step Backward x2

    It Could Be Worse x2

    Rebel Barrier x2

    Don’t Forget the Droids x2

    The Signal x2

    Fall Back

    Strangle

    Droid Shutdown

    A Jedi’s Patience

    Careful Planning

    Lost in the Wilderness

    The Bith Shuffle & Desperate Reach

    Entering The Arena

    Gift Of The Mentor

    Double Agent

    Blaster Deflection

    Fall Of The Legend

    Quite A Mercenary

    Fallen Portal

    Changing the Odds

    Throw Me Another Charge

    Shocking Information

    Losing Track


    Epic Events 1

    I Did It

    '

    Strategy: '

    This is my first attempt ever at a Mains deck. I just wanted a deck that had super high destinies for all sorts of things. The destiny layout for this deck (minus the starting cards) is

    0- 4 (1 can be pulled)

    1-6

    2- 3

    3- 11

    4- 8

    5- 15

    6- 7

    7- 1


    My general strategy for this deck is this Get out Traffic Control ASAP. This, along with Threepio, will be a key card. This deck allows you to cycle through all your cards, taking what you need, leaving what you don’t. Use the Suprise Assaults to damage anyone draining (I once got Mara for 2 each turn one game). I have several easily trackable cards if you need a 6, but usually the destiny shouldn’t need to be tracked. Also, this deck won all 3 of its Podraces this past tournament. Selbulba has no chance (ok, so maybe a little one).


    Card Breakdown

    Jar-Jar Just a fun card

    Shmi Pulls Threepio

    Suprise Assault Really fun against drain decks, and any deck that tries to drain.

    Revo Some more force activation

    Corran Kills spies

    Fallen Portal With these destinies, why not?

    Blaster Deflection Helps keep Qui-Gon alive

    Lost in the Wilderness If they have a bit more power to SA comfortably

    Barrier Beatdown protection

    ICBW Helps stop drains

    Wars Not Make One Great Helps vs. drains and battles

    Shocking Stops Merrejk and Myoom

    Changing the Odds stop the Chance cube, destinies a little too high, and checking reserve decks

    Quite a Mercenary Elis protection

    Gift O T Mentor Adds 2 destinies

    Bith Shuffle & Desperate Reach Cancels Barrier, shuffles decks

    Careful Planning When you need that boost in force during the battle.

    A Jedi’s Patience If I draw a low dueling destiny or if Luke defending a battle.

    Droid Shutdown More helpful than you’d think. Stops Threepio from dying

    Fall Back Beatdown protection

    Signal pull the effects

    A Step Backwards if it’s a close race

    Eyes in the Dark really annoying

    Hindsight Lets you view cards in Used pile. HUGE Use to track for destinies or Threepio.

    Losing Track damage their racer or put a low destiny on top of their reserve.

    TMAC good tracker

    FOTL good tracker

    Double Agent If Mara decides to come down on Lando or Corran, you can take her out.

    Entering the Arena pull a 0 out or add a destiny

    Don’t forget the droids anti-numbers

    Strangle High destiny, anti- BHBM


    The strategy is to build up a force of mains and helpers in your hand while winning the podrace, retrieving with figrin, etc. I can get a max of 9 destinies in one battle, and if the enemy’s not careful, they’ll be dead in one huge battle. This deck won’t do too good against a SYCFA space, but it’ll pretty much kill everything else.

    If you tell me what to put in, tell me what to take out. I appreciate your suggestions. Thanx in advance.

    ---Carson “tarkinsaide” Swanek


    As a recap, I will be pulling all of my low destinies out ASAP '

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