Twin Suns Deck Module : Command Base
Command was the aspect I had the hardest time wrapping my head around what the core module should be. I didn't want to do ramp as it probably wouldn't be effective enough as a module idea. Most of the great command cards tending to also include villainy or heroism. I knew I wanted to include experience token tech as well as Take Captive and Protect the Pod as those are good command threat removal. I'm pretty happy with what I ended up with, and obviously has room for improvement.
Base : Theed Palace
Ground Units (11)
- Vanguard Infantry
- Village Tender
- Clone Pilot
- Jarek Yeager
- Ryloth Militia
- Seasoned Fleet Admiral
- Jedi Temple Guards
- Weequay Pirate Gang
- Raxian Assembly
- Relic Scavenger
- Reinforcement Walker
Space Units (5)
- Mynock
- Patrolling V-Wing
- Hive Defense Wing
- Adept ARC-170
- Crucible
Events (5)
- Recruit
- Strike True
- Take Captive
- Protect the Pod
- Let's Talk
Upgrades (1)
- Pillio Star Compass
