Blood Brothers: Maul and Savage Opress
- Arundo

- May 28
- 2 min read

This deck is all about creating big, threatening units that can strike an opponent's base at will. Using the leader ability of Savage Opress (Twin Suns 2026, 5) to fuel the experience-granting ability of Maul (Twin Suns 2026, 3) is at the heart of that. Once a unit has two or three experience tokens, it will be a difficult threat to stop! However, as with any Twin Suns deck, keeping the table dynamic in mind and not making yourself a target is essential. To that end, consider using Maul's ability on other players to curry favor and prolong the game. Much like Dooku, Maul's powerful unit side does not deploy until 7 resources, so making enemies with your powerful attacks could end the game before he's able to affect the outcome. Be careful!
Maul and Savage have other ways to build alliances at the table as well. Wartime Pirate (Twin Suns 2026, 66) lets you gift small 1-damage pings to your friends to the detriment of your enemies. And Arms Deal (Twin Suns 2026, 68) lets you pick which player gets to draw cards with you. In the final round, The Darksaber (Twin Suns 2026, 22) can ready one of your enormous units for a second attack while simultaneously creating a Sentinel that will protect your base.
That attack could be made even more potent by Take Aim (Twin Suns 2026, 83), which grants the unit additional attack power and the Saboteur keyword to bypass Sentinels and Shields. Finally, if players are close in base health, Ruping Rider (Twin Suns 2026, 67) can deal base damage when it's played to knock a would-be victor off their perch.




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