Tuckskin Rikers

## Overview

*Tattooink, a desert planet where the very sun and air are your enemies. It is here where the Tuckskin Rikers roam forcing all who wander their lands to lay down their arms. The bases themselves swallow and bury any cards that land there, and are ripe for the raiding! ORU URU KAK!*

Force your opponents to bury cards from their hand here, slowing down their plays, while allowing you to either destroy cards as they lay buried in the base, or raid them for yourselves, forcing your opponent's very cards against them.

### Details

#### General

* Name: Tuckskin Rikers
* Author: Snakevin
* Complexity: 3/5
* Version: 1.0
* Last updated: June 1, 2022

### Breakdown

Tuckskin Raiders have the standard 10 minions and 10 actions, with a standard 30 total minion power, with a standard power structure. Among their actions, they have:

* 0 play-on-minion actions: N/A
* 3 play-on-base actions: 2x Sacred Waters, Now This is Rockriding!
* 7 standard actions, 6 of which directly affect one or minions (in **bold**): **2x Sacrifice to the Desert Demon,** Living Off The Land, **SIngle File, The Very Sun And Air Are Your Enemy, Garofaloi Stick, Orukak!**
* 1 actions directly increase a minion's power: Garofaloi Stick

### Minions (10)

* **1x Berryl Dragon:** Talent: Discard a card. Bury a card from a player's hand here. Special: Before a base scores, you may destroy a minion here with equal or less power than the number of buried cards here.
* **2x Skinkas:** Talent: Move this card and another one of your minions here to a base with a buried card on it. You may destroy a buried card there.
* **3x Loregiver:** Look at a buried card here. You may take control of it and uncover it.
* **4x Gun Mummy:** Bury a random card from another player's hand here. Ongoing: After the first time you bury a card here each turn, you may destroy a buried card here.

### Actions (10)

* **2x Sacred Waters:** Play on a base. Ongoing: Other players cannot uncover cards here.
* **2x Sacrifice To The Desert Demon:** Uncover another player's card. You may treat yourself as the card's controller. Special: You may play this before a base scores.
* **1x Living Off The Land:** Choose a base. Draw a card for every buried card there.
* **1x Single File:** Choose a base. Move any number of your minions on that base, to another base, one at a time.
* **1x Now, This Is Rockriding!:** Play on a base. Ongoing: After a player moves one or more minions here, they choose another player to bury a card here.
* **1x The Very Sun And Air Are Your Enemy:** Choose a base. destroy up to 2 actions played on the base or minions there.
* **1x Garofaloi Stick:** Give a minion +3 power until end of turn OR give a minion +1 power until end of turn, and bury 2 cards from any player's hand.
* **1x Orukak!:** Special: Play after another player plays a minion on a base with a buried card. Destroy a minion of power 3 or less there.

### Bases

* **(17) Fort Tuckskin (3 1 1):** Before you play a minion here, you must bury a card here.

* **(20) Valley Of The Spirits (4 3 2):** The first time each turn a player plays a minion here, they may bury a card from another player's hand here, and take control of it.

## Clarifications

**Berryl Dragon:** Berryl Dragon's special ability activates everytime a base scores while it is in play, not just the base it is on.

**Gun Mummy:** The card you chose to destroy can be the same card you buried. You can only activate it's ongoing ability the first time you bury a card on the base it is on. If you move it to a new base during your turn, it can destroy the first card buried on a different base as well.

**Single File:** You can only move the minions on the chosen base, to a singular other base, you cannot spread them around. When the minions are moved, they are done individual. Any cards that would activate off of minion movement, will activate, one at a time, for each minion moved.

## Strategy

### General

Tuckskin Rikers are aggressive. Plain and simple. You want to be playing cards, and severely limit the options your opponent has. While it may seem weird that you want to be burying your opponent's cards, since that may seem like it will just give them extra plays on their own turn. While it may seem like you would want to focus on getting your higher power minions out first, Gun Mummy is going to be a key staple you will want to replay when you can. It can quickly force your opponent to place and destroy the cards they need from their hands, also allowing you to bypass any abilities that trigger from discarding. You will also require good set up, so when you do force your opponent to bury cards, it'll be next to impossible to use them. Make sure to find ways to access Sacred Waters quickly, and also utilize the combination of Single File, and Now, This Is Rockriding!, which can lead to your opponent burying potentially there whole hand, if you play your cards right.

### Partner Suggestions

While they may force your opponent into playing cards that may give them extra plays later on, this is an area where Tuckskins are lacking. Make sure the deck you pair it with can help out with extra plays, either minions or actions. Helpful decks to work with will also look into card draw, and deck searching, as you will want to target Sacred Waters quick, and often.

## Author Notes

I had a lot of fun working with the community on these Star Wars knock offs. I conceived the idea for burying, when I was tasked with crafting up a faction around my favourite Star Wars race, the Tusken Raiders. I always like to try and work with mechanics the game has, but hasn't really been explored, so in part to the name of gun mummy, I thought I would try my hand at burying, but, this time, aggressively burying other peoples cards, so they cant access them.