Running Mercs at a tournament next week and trying to figure out my command deck and was looking for community feedback.
List
Bantha
E Tusken
R HK
R Hired Guns
R Nexu
Gideon
C3PO
Temp Alliance
Devious Schemes
Beast Tamer
So this is what I have as locks for the command deck so far
3 - Crush
2 - Jundland Terror
2 - Jundland Terror
1 - Negation
1 - Survival Instincts
1 - Ferocity
1 - Field Tactician
1 - Hit and Run
0 - Opportunistic
0 - Element of Surprise
That leaves me with 3 points left and 5 cards spots open. Here are some of the things I was thinking about.
2 - Inspiring Speech - such a strong opening play(4 focused figures on the first round!)!and I've noticed that my HKs tend to stay back from the fray so Gideon wouldn't have too hard of a time catching up with them if you draw it later. Only downside is none of the units in the list have great surges so extra ones may be wasted. Especially with the Tuskens.
1 - Single Purpose - great for giving Bantha an extra chance to trample or just another focus with C3PO. Have had it in my hand a couple times without having any use for it though.
1 - Strength in Numbers - haven't tested this yet but I though it would be a nice combo with the HK/Tuskens and the Nexu/Hired Guns. Getting in a extra early activation in round two certainly has its appeal. Could also be used with Gideon or 3PO to focus/move and then attack with the focused unit.
1 - Stealth Tactics - adding a white die on defense doesn't ever sound like a bad idea. Not sure if it's worth the point though.
0 - Urgency - Extra two movement is great for grabbing objectives and such early game. Or for throwing the Bantha out even farther than your opponent plans.
0 - Fleet footed - same as above but it doesn't cost an action and only give the single movement point.
0 - Deadeye - get out of jail card for range. Nice for a long shot first turn with HK's on Training ground. Also works well with the Hired Guns or the Tusken Cyclers which both suffer from range IMO.
0 - Rally - no one likes a stunned Bantha. At least no one playing Bantha likes a stunned Bantha. That's about all I would use it for. Maybe a bleed or weaken if it would change the game I guess.
0 - Take Intiative - Always a staple in decks but running Devious Schemes makes it seem a waste. First round you could use it would be the start of round 3 and the game will probably be decided by then.
That's most of the ones I was thinking about and my thoughts on them. Let me know what you think and if I missed something.