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
Anakins 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 Dan
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
Dont Forget the Droids x2
The Signal x2
Fall Back
Strangle
Droid Shutdown
A Jedis 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 dont. 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 shouldnt 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 Jedis Patience If I draw a low dueling destiny or if Luke defending a battle.
Droid Shutdown More helpful than youd think. Stops Threepio from dying
Fall Back Beatdown protection
Signal pull the effects
A Step Backwards if its 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
Dont 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 enemys not careful, theyll be dead in one huge battle. This deck wont do too good against a SYCFA space, but itll 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 '