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Beginners Guide to Destiny Part VI: Your Draw Deck

Up until now in my Beginners Guide series, I have covered a lot of stuff that doesn’t concern your draw deck.  This article will cover that big gap.  Your draw deck will contain 30 cards, with a maximum of 2 copies of any specific card.  It will contain a mixture of Upgrades, Supports, and Events, though are not required to have cards from each category.  Finally, those cards will work together with your Characters, Battleground, and overall Strategy to help you win the match.

The first question new players ask themselves is “How many Upgrades should I have in my deck?”  Well, the honest answer is that it depends on the deck.  If you plan on using an Elite Luke Skywalker (AW35)/Admiral Ackbar (AW27), which is a high control build, I am perfectly fine with 8-12 upgrades.  On the other hand, if you play a three or four Character build, or use discards like Armed to the Teeth (AW93), then having 15+ upgrades is perfectly understandable.  Finally, and once more upgrades come out, having 20 or more with a Poe Dameron (AW29) is acceptable.  Remember this, the vast majority of Upgrades add dice to your characters, which means more potential damage, or Discards, or Disrupts, or Resources which means more options for you.

Supports are a card that can really help your deck, but aren’t required to make a deck work.  They might provide an additional die that can be rolled each turn, but each one does help you win the match in its own way.  There are some supports that I don’t use all that often (Millennium Falcon (AW49)), and there are some that I use in every deck that can take that color (Backup Muscle (AW99).  And, there are some that work in most decks, but not all (It Binds All Thinks (AW150).  Now, for me, when considering events, if they provide a die, I do consider it part of my Upgrades and not specifically a Support.

Finally, we come to Events.  These single use items are there and gone.  They help fill in your deck by providing that little something extra that gives you more options to win the match.  Also, unless they have the Ambush keyword, they do count as your action, so there are Events that can be played and be beneficial, taking up your action, as a delaying tactic to see what your opponent plans on doing, instead of passing.  Finally, unless I have no plans to use an Upgrade or Support in my hand, Events are the first card I will consider discarding to re-roll my dice.

There are no hard and fast rules when building your deck.  The best advice I can give you is to make sure your deck, when built, does help you complete your strategy, whatever it may be.  And, you almost never want to build a deck devoid of Events or Upgrades.


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