Twin Suns Modules: Not a Silver Bullet

 
Twin Suns Modules are like a car.  A useful tool, but if you don't learn how to use it correctly you could kill yourself and possibly someone else.  Some Twin Suns modules just are not meant to work together.  If you pick 2 leaders and a base at random, you're going to get a random result.  You may find an undiscovered synergy between two leaders.  You might just be a speed bump.  Take care into which modules you choose to play together.

Some of my best decks started as modules, which I then refined into a proper deck. I never intended the module system to magically create super strong Twin Suns decks.  Think of them as a prototype lab for what could be amazing Twin Suns decks.  The synergies are there as guard rails to help you pick appropriate bases and pairings.  The result is a deck that I hope will still perform reasonably well.  If a module configuration tends to perform well, and its fun, that's when I take the lists and fine tune it into a well rounded 80 card deck.

If you've read this far, I have a confession.  I'm not a graphics person.  Or an artist.  At all.  So yes .... I use Copilot to create images.  And look at the puzzle pieces it decided to give me for my prompt of  'Make the pieces interlocks be more misaligned and different'.  Madness.  I had a good laugh and decided to use it.

Anyways, I expect the modules to evolve over time.  As new sets release, we'll get new cards that are clearly better than older cards I've been using for months.  I expect popular modules will improve over time or in change entirely, even synergies, based on these new cards.  But I haven't really felt like any of the module configurations has yielded an S tier deck.  And some have been just awful.  Never play DJ & Luke (4) modules together.  Trust me.