1. GENERAL COMMENTS:

2.CHARACTERS:

3. UPGRADES & SUPPORTS:

before

Don't make that mistake

4. EVENTS:

5. BATTLEFIELD:

6. MULLIGAN OPTIONS:

7. HOW TO DEFEAT THE DECK?

What can be said of theis also mostly true for thecharacter team with a few, yet quite notable changes. If you are already familiar with the play style of the former deck, you'll know that it is a relatively forgiving deck to play, although sequencing is important, because of your large health pool and straight forward way of playing. The Piett/Mandalorian deck, ironically enough, is less trickier to play, but packs more tricks.I've seen a few people being confused over whether or not 2 or more Mandalorian Super Commandos could use the "same" in a round, and the Rules Reference is pretty clear about this.In our original Talzin/Mandalorian deck analysis our feature deck was piloted by) to a, and the feature deck of this article was indeed also piloted by the same Branden Aasen, and while the Talzin deck basically builds itself, I really believe that Branden made some great choices with this deck, that are not just powerful, but also testimony to a great deckbuilding mind! Way to go Branden!!Branden Aasen creditsfor the deckbuild!I like to refer to this deck as "" or the longer version "".[Some parts of this deck analysis has been reused from the Talzin/Mandalorian article ].offers a kind of consistency similar to that of, which is why she has worked so well with the Mandalorians.is not far from the mark though, and offers his own kind of support for the Super-Duper Commandos.It's difficult to evaluate which of the pairings, Talzin/Mandas vs. Piett/Mandas, is the more consistent, but their abilities do offer different avenues for strategic plays. The biggest downside to Talzin has always been her restriction on deck building. Limiting yourself to odd cards to gain the biggest possible advantage from her special ability is both a bane and a boon. On one hand it can cut her off from some of the most powerful cards in the game, while at the same time making her incredibly consistent. And honestly, it does at times feel like the main reason to go all in on the "odds costed plan" is more than anything due to, which so effectively off sets her other weakness, namely her low health.The slight variances apart though, the most significant impact on changing Talzin for Piett is the access to red cards, which we will examine further in the respective chapters of this analysis, but needless to say, having cards likeandavailable is going to strengthen a deck which already looked pretty strong, even if it means losing out on some terrific blue cards (- looking at you!!)Also breaking free of the chains of the restrictive deck building (even/odd cards) is going to open up the deck quite significantly.Theis awesome!! One of the best guns in the game, incredible high ceiling, although the two blanks are going to drive you nuts! Just remember that you pay 1 resource to deal 1 damage (if played on a Mandalorian) and it can potentially deal another 2 Ranged damage when resolved. It's difficult to find more value for the buck than that!! It's also worth remembering that the +2 Ranged side is almost safe damage because of Piett's ability. He'll definitely be able to find that base Ranged damage side you need.It's a difficult call between theand the. Their damage sides are very similar 1/+2/2 vs. 1/1/+2, but indirect damage on the E-11 Blaster's best side, whereas the LL-30 Blaster caps out lower, but has a great Special that is often another(on the Mandalorian die) or(on the DH-17/E-11 dice). They both have Redeploy, but the LL-30 also Ambush (which in this deck is insignificant unless you also have ain hand).Maybe the two best arguments for the E-11 Blaster over the LL-30 is to be found inand in. The choice of (also) playing withIt seems as if decks today have to take into consideration the "", meaning that if given the possibility, a deck should be constructed in a way to circumvent - as much as possible without ruining the synergies of the deck - splitting the colours of the deck to create as much variance as possible!It does make a difference after all whether your predominant colour is 53% (w/LL-30) or 47% (w/E-11) of your deck ... marginals matter!It might also be worth giving a bit of love to the good 'ol F-11D Rifle. With threesides and a Special that works really well in this deck (as well as retaining Redeploy) it shouldn't be disregarded that easily - even if the big 2 Ranged damage is a pay side.If mill is going to be a thing, and it probably is followingstrong showing at GenCon with, and a lot of blue mill decks using, it could even be worth considering a 1/1 split between the guns. No reason to lose yet another gun!Another argument for looking into theas an addition to this deck is, which apart from being a, that deals a damage when played on a Mandalorian also makes the already auto-includedincredibly reliable.Your chances of hitting a damage sides are:50%75%If you don't want to hit the, then you're down to 33%, but with a re-roll you're at 56%.Same reasoning with the F-11D Rifle, which has four damage sides, which means the chances of hitting a damage side is:67%89%It's amazing how well thesynergises with the. Giving them an extra health for 0 resources and dealing 1 damage to boot. It's a 2 damage swing and functionally also a 1 damage mitigation card!Remember, if you playand discard your Plastoid Armour, while there's 9 damage on your Mandalorian, he is defeatedthe Armed to the Teeth fully resolves!!Works well with the Mandalorians ability, pinging damage and blocking damage on top of that.Damn ... FFG are are really going all in on the cards with 0 blanks on them. The Vambraces are just really good, and are obviously designed with the Mandalorians in mind. Now, if there were more upgrades like this then the Mandalorians would be absolutely nuts ... I guess we know why there aren't. Dice sides, although all ones, are really good, and the action can be bonkers, but you'll probably be a bit too starved on resources to abuse the hell out of it. There's also a mill counter built into the vambraces!In conjunction with the trick of Relentless Pursuit that we'll be talking about later, Backup Muscle is just excellent at sneaking in damage. It bypassesandand can be absolutely lethal in mid- to endgame. You do not want to see the Backup Muscle in your starting hand, and should never discard it to re-roll unless you are odds-on to inflict 2+ damage - or lethal! Playing a Backup Muscle after an opponent's claim is essentially 2 free unblockable damage!It's been a while sincewere seen in competitive decks. It's still good though and does it's job. Being limited to removing a die of 2 or lower in value is still its weakness, but is somewhat off set by the fact that your yellow character health pool is also your strength. Another advantage of playing Electroshock is that you get to play with your Alt Art cards that are incredibly slick ... some of the most beautiful Alt Arts produced (that's of course totally unrelated to any strategic idea).Best kind of basic removal for 3 wide and 4 wide decks. You are trading 1 resource and a card for 1 die, which is somewhat bad, but you get to pick and choose which die! Don't like thatdamage for a resource: Remove it!It can sometimes be a bit troublesome because you are not a particularly fast deck, and you don't want to activate your characters prematurely. On the other hand, there's so much value in, basically exchanging your worst die for your opponent's best die.This really lives up to it's name. Being able to remove 2 dice in exchange for 3 damage can be a very low price to pay dependent on the importance or quality of the dice you are removing. Often you'll be removing dice totaling far more damage than you're taking.also highlights an interesting thing about the Piett/Mandalorian character team and in this respect it differs from the Talzin/Mandalorians, namely that Piett is a deterrent and somewhat expendable, Talzin is essential. If you can avoid losing Piett too early in the game it's good, but the Mandalorians can definitely pull their own weight, in particular due to the qualities of the upgrades and the bag of tricks in the deck.Is an absolutely amazing card. A lot of decks, barring vehicle decks, will play their upgrades first, then lying in wait with their disruptive mitigation cards. While you fiddle around with the Mandalorians, upgrading them while pinging damage, and your opponent starts putting dice in the pool, you in turn mitigating the worst incoming damage, that's when the Probe is going to sting. Taking away those vital removal cards from your opponent's hand before you start fixing your dice! NASTY!I love how this card suddenly is being dusted off and can put some serious work in. Because of all the Indirect damage in this deck, in particular if you opt for the E-11 Blaster, your opponent might wisely enough choose to spread that damage around to avoid a sudden bursty amount of damage killing off a character. Those last 2 damage that also bypass shields can be absolutely devastating. It's a great tech and can take any opponent by surprise, who might be tempted into claiming out or shielding up, being mathematically sure that there's no way you can kill off his character, and then you spring the trap!Your opponent playinghas claimed out and is left with awithand a Rey with 10 health remaining. You have 3 Ranged damage showing (1 Ranged damage on the Mandalorian die and +2 Ranged amage on the DH-17 Blaster Pistol).You have aand ain your hand.You cannot kill Luke Skywalker with this damage (obviously). Instead you put the damage on Rey.Rey is now at 4 damage (7 health remaining) and you useto move 2 damage from Rey to Luke Skywalker to kill him off! You have not only managed to defeat a character, but also saved yourself the trouble of going through the shields!This card used to be a favorite indecks, but honestly I haven't seen it in a while... With theit really carries its weight. Whetheris used for that last lethal damage or as the last vindictive breath from a dying Super Commando it's definitely going to take your opponent by surprise, and in this deck every single damage you can inflict counts!Normally for 3 wide decks similar to this one, I'd always go for. It's a great battlefield to spread out damage and normally you don't mind you opponent having the battlefield either.But because of your upgrade suitemight actually be close to the perfect Battlefield. You can return yourand yourto your hand AND get resources AND deal damage next turn when you play the upgrade again.If you meta is full of, I'd not recommend the battlefield though!I like my starting hand to be stacked. You will not be generating a lot of resources in this deck, in particular missing out on the, so having either 0 or 1 cost upgrades is paramount. If ais being focused down, then overwrite with aweapon. The best defense is to protect against those dice you just need to get rid off, whether it'sdice or a big earlyThis hand, because as you might know I'm, is also diverse enough to make for a very difficult Kylo guess!This deck can be really hard to take down. If bothare being played you are looking at 29hp! It's also fairly consistent in dealing damage, so you really want to focus down Piett fast! If you can kill him early round 2 and your opponent hasn't played ayet, then they are dead cards in his hand. If you are also playing 3 wide or wait with the activation of your characters thenare also nullified.You cannot wear this deck down, you need to burst damage through and control the upgrades.theis not a bad start!