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Master and Apprentice: Count Dooku and Asajj Ventress


This deck offers plenty of ways to turn the table dynamic in your favor, starting with the Count Dooku (Twin Suns 2026, 1) leader. His ability to heal your base and an opponent of your choice is a potent way to reward your friends while simultaneously creating Battle Droid (Twin Suns 2026, T1) tokens for yourself. These droids are particularly useful in a game of Twin Suns because they will rarely warrant an attack from an opponent but provide you with an excellent way to create additional actions.


This allows you to stall and hold big plays for later in the round. Speaking of stalling, that should be your goal with this deck. Count Dooku's leader unit doesn't deploy until 7 resources, so prolonging the game until he can join Asajj Ventress (Twin Suns 2026, 7) on the battlefield is essential. Once he does deploy, his high power and Restore keyword will swing that final round towards victory.


In addition to the Dooku leader, cards like Wartime Refugee (Twin Suns 2026, 43), Barriss Offee (Twin Suns 2026, 78), and Wartime Mercenaries (Twin Suns 2026, 54) will help you curry favor at the table by doling out experience and healing to your friends. Protecting your base is essential throughout the game, but particularly in the final round.


The General Grievous (Twin Suns 2026, 50) unit can be a powerful Sentinel in either context, discouraging attacks against you and pushing your opponents toward other targets. And if your opponents employ the same Sentinel-based strategy, a Battle Droid-discounted Encircle (Twin Suns 2026i, 61) can capture them at a critical time. Finally, for the last moments of the game, this deck has unexpected healing effects like Relief Frigate (Twin Suns 2026, 42) and King Katuunko (Twin Suns 2026, 16) to ensure the final math goes in its favor.

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