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

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