Choosing the Right Destiny Trackers for Your Deck

It seems that one of the most sought after skills is the ability to track destiny. There is no feeling quite like pulling a 5 or 6 for battle destiny, and I must say that I have pulled out a few from behind wins by tracking a few destinies.

But before that process of recirculating and counting can begin, you first must decide what cards will work most effectively within your deck. Just throwing in 4 cards to track is silly. This strategy must be well planned and in line with your fundamental strategy. The best destiny tracker is one that can function on multiple levels and essentially compliment your strategy.

So let's take a look at some of the better cards used for tracking and see which one work in what environment. I will first start with my favorites which also tend to be all purpose.

The first two cards used for tracking (and probably my personal favorites) would be Bith Shuffle and Omni Box. At first their primary functions don't seem too incredible, but the ability to send a non-unique destiny 5 back into your force is very strong by itself. Since it has no requirements to use it, the cards values are increased even more.

With the return of the bigger and badder manipulation strategy using JP/EXE, Shocking Revelation is now the new kid on the block. This card allows you to target a location and make all scomp links there unusable for the remainder of the turn. As long as there is a location on the table, (a special thanks to Aniolek for pointing out that this targets a location) this card can be used at any time. But only ONCE per turn!

This destiny 5 and its counterpart Shocking Info can be used as a destiny tracker, but among the strengths of this card are some weaknesses as well. First of all. This card is unique, so it is probably best used just before you recycle. This is perhaps the best solution for putting it back into your force, but this can also make for hard tracking if you have just used a bunch of force. Also, these two cards are not immune to sense so be prepared for a manipulator deck to try and sense these whenever they get a chance. Of course, in those situations, you probably won't be worried about tracking destiny so much as trying not to get monnoked for a zillion.

Keep Your Eyes Open is a Cloud City Expansion card you might want to dust off and take a good look at as well. Its game text allows you to move as a react (from a battle) if you have two smugglers at the same location or glance at the cards in your lost pile without reshuffling.

Here, the light side gets favored, since the dark side has no counterpart yet. Again, this cards major strength is being non-unique. It can be used to recycle as long as you have a lost pile, and is a destiny 5 to boot.

The last two cards I will mention are more specialized for a space or clouds deck. These two are A Few Maneuvers and Dark Maneuvers. While these cards require a starship, they are destiny 6 non-unique used interrupts. Why not put in a couple of these in a space deck? While Dark Maneuvers has stronger playability because it adds to power, having a kick more hyperspeed can be nice sometimes as well.

So the next time you are constructing a deck where high destinies may be essential to your strategy (or just a nice boost in average destiny), think about a couple of these cards.

Beakman


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