Mandalorian super commando

By Rcracken7, in Star Wars: Destiny

First off, what is the general take on this character? Good? Bad? Meh? Also do you need to pay the resource cost of the upgrade while using the commandos ability? I ask this because similar card effects (QuickDraw) specify paying its cost.

I haven't used it at all and only played against it in a sealed tournament. And it was NASTY. In standard I think it will be good or meh, but not bad I think. If you have Vambrances and a few of them you can continuously output some damage from the ability. I have had only one encounter like i said so not sure how credible my reply is.

I love the super commando. It’s power action can use equipment or weapon. I plan on playing some zero cost equipment cards that should go great on him. Did that chance cube hurt you? How about that quickdraw holster? Lol

Mando Buddies

Villain
Rogue

Sets: From Awakenings to Way of the Force

BATTLEFIELD
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Mos Eisley Spaceport, Tatooine (Awakenings #172)
PLOT
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Calling in Favors (Way of the Force #138)
CHARACTER
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2x Boba Fett, Deadly Mercenary (Legacies #19)
1x Mandalorian Super Commando (Way of the Force #37)
UPGRADE
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2x Personal Shield (Spirit of Rebellion #24)
2x Vibroknife (Spirit of Rebellion #57)
2x Plastoid Armor (Empire at War #152)
2x Vibrocutlass (Legacies #69)
2x Mandalorian Vambraces (Way of the Force #143)
SUPPORT
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2x Infamous (Awakenings #163)
2x Outmaneuver (Spirit of Rebellion #149)
1x Streetwise (Way of the Force #140)
EVENT
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2x He Doesn't Like You (Awakenings #97)
2x Electroshock (Awakenings #159)
2x Reversal (Awakenings #160)
1x Pilfered Goods (Empire at War #83)
2x Take Flight (Legacies #98)
2x Quick Draw (Legacies #155)
2x Vandalize (Legacies #156)
2x In The Crosshairs (Way of the Force #133)

I put this together with the intent of both testing the Commando and the new plot. I was skeptical because its not a blazing fast deck, though it is pretty quick long as you avoid rerolling w/o ambush stuff rerolls ala Take Flight, but i played it 3 times and won all 3 quite handily.
Not perfect, i might swap out Personal Shield because Melee is kinda uber common in my area right now, but other than that the only major adjustment is if i get my hands on a second Streetwise thats going in there in a heartbeat. Such a stupid good card, i imagine it'll get nerfed sadly (seriously, its sick).

That plot saved my butt three times:
Against an eGriev2/Executioner who had a vibroknife out he rolled 9 damage turn 1 (wingman activation too). I already had Streetwise out and Crosshairs in hand, so i played Crosshairs for 1 resource and removed 4 dice lol.
Against Boba/Sister, used Reversal twice throughout the game for 1 resource and easily won because of that (i was down to 5hp and he had 6 damage showing when i finished him with a measily 1 damage lol)
Against Rex/2Clones, Pilfered Goods for 3 to play both vibrocutlasses...turn3 lol

Plastoid Armor is only there because its the ONLY 0cost equipment or weapon monoyellow has access to that might still serve a purpose. Poweraction play it on the Mando Commando, claim and remove it to get a resource, repeat.

Edited by Vineheart01

This is awesome. You are so right about streetwise..and it’s a common card. Glad to hear this deck did well. Hm..wondering if swapping boba for DJ makes a difference with the removals. Did you roll well when activating the commando?

Edited by Finnish

Decently, most of the time he rolled a form of damage but since he has 3 sides of it thats kinda expected. Two of them are 1s though so he wasnt doing a ton of damage but the poweraction going off every turn was useful.

Not sure if hes worth doubling down on though with a 12cost elite (Mother or Piette comes to mind) since hes more just all around good rather than exceeding in something specific. Which can bite back if you arent careful.

And in answer to the question, yes you still have to pay the cost of the weapon.

On 7/10/2018 at 1:04 AM, Finnish said:

I love the super commando. It’s power action can use equipment or weapon. I plan on playing some zero cost equipment cards that should go great on him. Did that chance cube hurt you? How about that quickdraw holster? Lol

Chance cube is all you need back to hand it goes play it again next turn

Yup, chance cube works too.

Only reason i opted to not use it is because unless i have several ways to "rig it" as i call it (focuses or other die mod effects) i detest using chance cube. Plastoid Armor generally is garbage, but that 1 hp might magically save your next one day and its usually a fast enough deck where the battlefield i took can be claimed easily. I wouldnt depend on the battlefield for double mandomercs though, at that point youre 2 actions behind most decks and could easily lose the race for it.

If you want another battlefield though, chancecube would be better since it just goes back to your hand if you dont pay to roll it.

speaking of garbage armor, you could double up on damage and mitigation using the poor man's "Force Illusion"

and it's thematic to boot

SWD04_89.jpg

I actually never really thought of Armor Plating as a bad upgrade since often Force Illusion only blocks 2-3 damage anyway, since damage isnt done at once unless its a modifier involved. I usually dont use it because i feel like every time i use non-die upgrades that dont also mess with my opponent in some way i end up feeling like im lacking damage.
Course add a blue character and a certain support, can get 4-5 upgrades now lol