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.

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