Piett/2x Super Commando

Card draw simulator
Odds: 0% – 0% more
Derived from
Papercuts: Red Version. Store Championship 1st place 4-0 50 42 34 1.0
Inspiration for
None yet.

sanhedrin 51

Here's my take on this inexpensive little powerhouse. Thanks to aasenb for the original list, and thanks as always to my local store Team Covenant. Fantastic Destiny scene with the nicest playerbase.

This deck is super consistent.Without removal you're basically guaranteed 4 damage each turn (two from the Mandalorian Super Commandos' Power Actions, two from Firmus Piett - Ambitious Admiral focusing the Commando's dice), and that's before you add the Weapon dice, Firmus's dice, or the possibility for the Commandos to roll their 2 side.

You want to start with two playable upgrades in your opening hand. Usually that's been one gun and zero-cost upgrade like Plastoid Armor. Send back Armed to the Teeth, Relentless Pursuit, and Backup Muscle. The first two are late-game cards, and you won't be able to play Backup Muscle early while you're playing out upgrades and removing dice.

With rare exceptions, do NOT discard to reroll dice. Firmus fixes the Commandos for you, and maybe Quickdraw Holster rerolls some weapons, but it's okay for something like DH-17 Blaster Pistol to roll out de facto blank. It already pinged for one off the Commando's Power Action, and any card you have in hand is more valuable played than tossed to reroll.

Typical turn: use one Power Action, then roll that guy in if you have He Doesn't Like You. If not, Power Action the other Commando. Now is when you Probe if you have it. Then roll in both Commandos. If you have a modifier on one of the gun dice and you're able to play it now, do so as soon as possible. Then roll in Firmus and fix the Commandos if need be.

Little Notes:

The Commandos don’t have sides, so you can't use Firmus to find money.

It’s a good idea later in the game to overwrite an upgrade just to use the Power Action. You’re not losing anything when you trade out a DH-17 Blaster Pistol for either a E-11 Blaster or LL-30 Blaster Pistol, and I often find that Plastoid Armor doesn't do a lot either.

Armed to the Teeth and Relentless Pursuit are the famous finishers here. A lot of popular deck archetypes play one power hitter and one support character, like Arihnda Pryce - Unscrupulous Governor, Yoda - Wizened Master, or Snoke - Supreme Leader. While it's fun to hold on to Relentless Pursuit and use it to kill a character, it's even better to play it earlier on the power hitter you're focusing on, just to draw a new card next round. Cards are worth damage in this deck.

Likewise, don't hesitate to pop all the upgrades on a Commando with Armed to the Teeth if it means taking out the power hitter of their team. You'll be able to take out the support character just fine without the upgrades.

When playing against Yellow Hero, use Firmus to fix the Commandos to 1 and 1 to avoid Easy Pickings.

Force Illusion can be pretty bad against this deck. You're doing a lot little pings, and they usually hate to Force Illusion one point of damage. I've killed characters this way: I have 1 from a Commando and +2 from a gun. If I hit them for 3, they'll take it on the Force Illusion. So I just hit them for one, then drop either Backup Muscle or Relentless Pursuit, both of which MOVE damage instead of inflicting it. They sheepishly have to discard the Force Illusion when they're packing in the now-deceased character.

So, great deck, inexpensive to buy, thanks!

2 comments

2disrupt 15

sanhedrin 51

I own it, mainly. Of the two-cost weapons available to Yellow/Red Villain, this has the best sides, meaning no costs and not 100% modifiers. The Ambush is fine, but the -1 shield is great. Turns the Power Action into 2 points. That said, it's inferior to both E-11 Blaster and LL-30 Blaster Pistol.