Enter
the Sand Man By Clay
O'dell and C. J. Williams
Cautiously,
Anakin Skywalker creeps through the Tusken camp, avoiding the
guards. He breaks into a tent and finds his captured mother, sharing
her last tender moments. Consumed by rage, Anakin bursts through
the front door of the tent, quickly dispatching two Tusken guards
sitting outside the door. Dozens of Tuskens run to face Anakin,
armed with their gaffi sticks, but they quickly learn that gaffi
sticks are no match for lightsabers.
Grk’Urr’Akk
is one of the many Tusken Raiders that Jango Fett fights in the
video game Star Wars: Bounty Hunter. Grk’Urr’Akk was alive around
the events of Attack of the Clones, and was part of a tribe that
lived in the vicinity of Gardulla the Hutt’s palace. The Bounty
Hunter video game explains how Jango Fett came to be the father
of the clone army. On the way to Gardulla’s Palace, later known
as Jabba’s Palace, Jango Fett had to navigate the nearby Tusken
Canyon. On his way, he battles many Tuskens, including the namesake
of this week's card. Grk’Urr’Akk is one of the few named Tuskens
in the Star Wars universe, and there isn’t much about him to distinguish
him from another, until now.
In
SAV, Grk’Urr’Akk now distinguishes himself from the swarm. In
a similar vein to Vizam, Grk’Urr’Akk is a weapons master and trainer,
making sure his fellow Tuskens are armed and prepared for battle.
Behind
the Card
One of the goals of the SAV expansion was to update and improve
current neutral factions. One of those factions, of course, was
Tuskens. Tusken decks have been a fun and competitive deck for
years, but had begun to wane from common usage, showing that their
power was falling behind. To make up for this, the Card Development
Sub-committee (CD) had the task of deciding how bolstering Tuskens
would best be accomplished.
The
Card Development Sub-committee wanted a card that would help boost
the Tusken subtype in a new way. Tusken decks employ the basic
Tusken Raider who can gain ridiculous amounts of power from Tusken-heavy
Character and Ground arenas. Since Tusken decks already can gain
loads of power, one of the main things they needed was protection
for their low health. Most Tuskens, including the Tusken Raider,
have 3 health or less.
Low
health is increasingly detrimental in the game. Also, despite
being Neutral, Tuskens usually get played by the Light Side (LS),
and with their low health, defense will provide the biggest boost
to Tuskens in general and demonstrate the Tusken’s fighting methods
with their unique gaffi sticks. Surviving the first wave of attacks
is the most important point for a LS deck, because the LS goes
second in all things.
In
the past, Tusken synergy has proven quite effective, so utilizing
the current method of synergy would be the best way to give Tuskens
in general the boost they need.
CD
wanted the SAV set to focus mostly on Bounty Hunters and Spies
to utilize the Stealth ability, minimizing the space available
for other factions. So it was important to try to keep the Tusken
boost to one card if possible. That’s where Grk’Urr’Akk (A) comes
in. CD decided to make Grk’Urr’Akk grant Parry 1 to every Tusken
that you have, regardless of their arena. We at Card Development
were pleased with the card from the get-go, and it went through
very minimal changes throughout the entire card-making process.
The
Effect
The card, Grk’Urr’Akk (A), is a huge boost to Tusken decks. Demonstrating
the Tusken’s fighting methods with their unique gaffi sticks,
Grk’Urr’Akk grants Parry 1 to every Tusken that you have, regardless
of their arena. Parry is an ability that was first introduced
in the IDC set Fall of the Republic. Grk’Urr’Akk (A)’s Parry will
prevent one damage to your attacked Tusken if the attacking unit
rolls a one. As free damage prevention, this can be very useful.
Couple this with Force
Pikes and Tuskens now have all the defensive capabilities
they need to stay alive to fight back. No longer will they cringe
before a Trade Federation swarm.
Keep
in mind that Grk’Urr’Akk (A) grants Parry to not only each of
your Character and Ground Tusken units, but also to himself! At
5 build, 40 speed, 4 power and 3 health, the Parry will definitely
be of use. Be sure to give him one of those Force Pikes to help
keep him alive for the rest of your Tuskens.
Now
that you’ve had an in-depth look at Grk’Urr’Akk (A), I hope that
you consider making a Tusken deck with him and seeing if gaffi
sticks in the hands of well-trained Tuskens really can stand up
to lightsabers!
Thoughts
or comments? Visit the message board thread for this article here.About
the Authors
Clay has been
a player and collector of the game since its release. He is currently
the Research and Accuracy Workgroup Leader for the IDC Card Development
Sub-committee. Clay is also a moderator and member of Rebelbasers.com
and posts under the name Unduli.
C. J. has been a player of the game since 2003 and was the Text
Finalization Leader of the IDC Rules Sub-committee during FOTR
and SAV. He is currently the Public Affairs Editor. C. J. has
written many other articles for the IDC and Rebelbasers.com and
has been a member of both the Wizards and Rebelbasers forums since
January of 2004, posting under the name Corjay.
The
IDC is a player-elected body representing the Star Wars Trading Card
Game community. Neither this website, nor the information contained
herein is in any way produced for a profit to the IDC or any of its
members. The expansions created by the IDC are not available for sale
online nor in any store. The card images are free to download, print
and play.