Category Archives: Deck tech

Sing/Bala-Tik/Tie Pilot 1.0

This is my third deck that I have built, but the second one I am putting the details of on this blog! The second deck I have built is still a work in progress and not really in a position to be called a 1.0 and talked about.

This deck and the my second deck are a departure from my first deck, in that these are “aggro”. So without further ado here is my Sing/Bala-Tik/Tie Pilot deck…

Battlefield: Ewok Village (Endor)


  • Air Superiority (1 cost, Neutral/Red) x 1
  • Attrition  (1 cost, Villian/Red) x 2
  • Backup Muscle  (1 cost, Villian/Yellow) x 1
  • E-Web Emplacement  (3 cost, Villian/Red) x 1
  • First Order TIE Fighter  (3 cost, Villian/Red) x 1


  • Aim  (1 cost, Neutral/Gray) x 2
  • Armed to the Teeth  (0 cost, Villian/Yellow) x 2
  • Bait and Switch  (0 cost, Villian/Yellow) x 2
  • Cheat  (1 cost, Neutral/Yellow) x 2
  • Collateral Damage  (0 cost, Neutral/Red) x 2
  • Nowhere to Run  (2 cost, Villian/Gray) x 2
  • Relentless Pursuit  (0 cost, Villian/Yellow) x 2
  • Salvo  (2 cost, Neutral/Red) x 1
  • Disarm (1 cost, Neutral/Yellow) x 2
  • Flank (1 cost, Neutral/Gray) x 1
  • He Doesn’t Like You (0 cost, Villian/Yellow) x 2


  • F-11D Rifle  (2 cost, Villian/Red) x 2
  • Infantry Grenades  (2 cost, Villian/Gray) x 1
  • Rocket Launcher  (3 cost, Neutral/Ted) x 1

My thinking behind the deck

I’d heard a comment on a Facebook page that Sing and Bala-Tik were a lethal combination. So I thought I’d like to explore that. They are obviously an aggro combination. I had a single die for each and some points spare so I chucked in the Tie Pilot to work with Sing especially. Plus it gives me access to a second colour with cool weapon upgrades.

The theme is to strike hard and fast. Hopefully doing 5 or 6 damage minimum a turn.

To help with that I have cards to manipulate the dice (Nowhere to Run, Bait and Switch, and Aim).

I have cards like Disarm, Flank, and He Doesn’t Like You to remove opponents dice or weapons/equipment.

Cheat is a go to card with Yellow to give me a chance of recursion.

Air Superiority is there to help give shields to keep characters alive long enough to kill off the likes of ePalpatine.

As part of the plan I use attrition to make defeating my characters come with a cost.

Backup Muscle is part of the plan for inflicting addition damage. While Relentless Pursuit is a nice way to attack a character hiding behind shields. I attack an undefended character then move the damage to my intended target.

Collateral Damage is there to make use of my damage and do addition stuff to my opponent by removing a resource. Salvo is there for a similar reason but this time to maximise its impact.

Armed to the Teeth could provide that final point or two of damage to win the game.

The weapons and support are there to give extra chances for the Tie Pilot addition damage sides to be used.

How’d it do?

Well it’s been doing really well against Dale. Against his Chewie/Mon Mothma it’s been really successful. I’d like to say dominating it. Dale has been tweaking it, and improving his deck. In fact he ended the week on a high with a win.

Against Dale’s ePalpatine it’s 50/50. Mind you we only played two games. But that match up really is a race to roll damage.

Where next?

I would like a second backup muscle and air superiority.

I’d like to replace the 3 cost cards I have with cheaper options. This deck isn’t about getting resources and saving up. It’s about rushing stuff out cheaply and quickly, finishing off my opponent quickly.

I must get Dale to play my mill deck against this.

ePadme/Jyn Mono Mill 2.0

In my previous post I went through my first version of this mono mill deck. Since then I’ve made some changes.


Battlefield: Command Center (Lothal)


  • Friends in Low Places (0 cost, Neutral/Yellow) x 2
  • Rebel (1 cost, Hero/Yellow) x 2
  • Evade (1 cost, Neutral/Gray) x 2
  • Block (2 cost, Neutral/Gray) x 2
  • Take Cover (0 cost, Neutral/Gray) x 2
  • Daring Escape (2 cost, Hero/Gray) x 1
  • Bolt Hole (0 cost, Neutral/Yellow) x 2
  • Cheat (1 cost, Neutral/Yellow) x 2
  • Long Con (0 cost, Hero/Yellow) x 2
  • Unpredictable (0 cost, Neutral/Yellow) x 2
  • Dodge (2 cost, Neutral/Gray) x 2
  • Diversion (1 cost, Neutral/Yellow) x 2


  • R2-D2 (2 cost, Hero/Gray) x 2


  • Ammo Belt (1 cost, Neutral/Gray) x 2
  • Ascension Gun (2 cost, Neutral/Yellow) x 2
  • Second Chance (3 cost,Hero/Yellow) x 1

My thinking behind the deck

The changes have mainly been to strengthen what the deck is meant to do best, mill. So in comes Command Center for War-Torn Streets. For some reason my battlefield never gets chosen by Dale. But that’s what the Ascension Gun is for, I don’t care I can still use it.

Second Chance is there to keep Padme on the board. Throw in Ammo Belt and some recursion and Padme is very hard to get rid of.

R2-D2 was added to boost Jyns discard from hand sides of her dice. 

Evade, Bolt Hole and Friends in Low Places were taken up to two copies each to improve their likely hood of being drawn.

How’d it do?

I did try this as eJyn/Padme but it didn’t work as well for me as the ePadme/Jyn. Mind you it could be because the first game yesterday against Dales Hero deck (I should have made a note of his line up) drew all the right cards for him early on and was doing lots of damage. Back to ePadme/Jyn and not so great card draw for Dale I took the next three games.

The bane of my life ePalpatine. This deck is doing a lot better against it. It won two games against it, and the ones it lost were pretty close games. I was using Con Artist (borrowed from Dale) instead of Rebel. Which made a big difference I think.

In our final game I proxied in a second Second Chance. Yeah I need a second one of these. Along with my Dodge (Block wasn’t needed against this version of Dales deck), Evade and Unpredictable I was able to avoid and hang in there against this damage heavy deck.

I found I wasn’t using R2-D2 at all against ePalpatine, he came out in two early games.   So R2-D2 is at risk.

In one game I rolled the following. Which equated to six cards discarded from the top of Dales deck. That’s massive.

Where next?

If my opponent gets a good draw on a damage heavy deck I have problems. Who wouldn’t?

Ideally I’d like more recursion. So I can pull back cards to keep me in the game longer.

It needs that second copy of Second Chance.  Con Artist worked well so Rebel is my most likely candidate for going in its place. 

Over on Instagram the following helpful suggestions were made:

Sadly because Scout is a red hero card I can’t use it in this yellow mono hero deck! Although Cunning does look very interesting.

I think the mono mill deck is nearly there. A couple of tweaks and until the next set is released it’s not going to change. So in all likely hood the next post about this deck will be the final one!