A Command within a Command…We finally saw the appeal of being able to pay 4 for Command and decided to give Mono Green a go! It’s a flexible deck that with Tarkin’s Leader ability that can still aggro some decks off the table. Most of the time, you’re trying to control the board and come down with your big hitters early thanks to the 9 Ramp cards in the deck. Also, check out the hot, new Deck image format SWUDB just launched!

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The star reason to play this mono-color deck currently is Command. It’s powerful and its flexible nature fits this deck’s style of play well. With Tarkin at the helm, you always have the option of putting your foot on the gas pedal for full aggro and boosting a few units with experience tokens and General Veers‘ +1/+1 to Imperials.
Most of the time though, you are looking to take advantage of the 9 copies of ramp in your deck (DJ Deathstar, Resupply, and Command) to get ahead on the resource curve and start dropping the heat in Round 4 with AT-ST’s and Gladiator Star Destroyers. These should help you stabilize and regain control of the board before you look to play Blizzard AT-AT or Relentless to finish off your opponent. Piett obviously combos well with the above big hitters. The rest of the cards in the deck help manage your opponent’s board and survive until you can swing back hard.
Play Style
When facing aggro decks, you want to mulligan for a few 1/2/3 drops to ensure you can survive the early onslaught. One of the toughest matchups this deck can face is a deck like Boba/Red that spams out cheap units and cheap events to control the board. Don’t be afraid to use Command defensively to get some experience tokens and defeat a non-unique unit.
Against everything else, you’re really looking for a ramp card or two- then to build around that. Getting ahead on the resource curve against the mid-range decks let you get Tarkin out fast and build bigger units than they are able to play. As in most decks, Overwhelming Barrage can also just win games when played at the right time.
What cards are we looking to add?
- Cheap, beefy units to help with early board control – Oddly enough, this is one of the few times I look at a card like Consular Security Force and wish I could slot it in my deck. It’s likely this card design exists on the hero side due to how annoying it could be with Tarkin as the leader.
- Cheap Ambush units to help with early board control – Currently we just have Agent Kallus to work with here, but a 3/4 cost ambush unit could easily find its way in this deck.
- More Heavy-Hitting 6/7 Cost Units – Realistically, we would love to flood the board with more units like AT-ST and Gladiator Star Destroyer and use Tarkin’s Leader ability to seal the game with these units before we get to the point of being able to play a Blizzard AT-AT or Relentless.
- A Cheap Removal Card – Currently our removal options are Command, Maximum Firepower, and Overwhelming Barrage… all of which require board presence to do anything. I Am Your Father will never get us the damage when we need it, so we’re left waiting for more card reveals for another option.
What cards are on the chopping block?
- Emperor’s Royal Guard – This was the last card we slotted in. It’s there as a cheap Sentinel unit to help slow down Aggro decks. We typically have an Official out between the cheap Imperial officers and Tarkin Leader when deployed, but Cell Block Guard might fit the slot better in a pinch.
- Colonel Yularen – Yularen got slotted in as a good Round 1 drop option, that also has some additional help with heals if he sticks around. If a better Round 1 Ground unit shows up in reveals though, he’s the first card out.
- Relentless & Blizzard AT-AT – As I said above, we’d prefer to see more 5-7 cost heavy hitters to slot in here to give us more option at the crucial swing period of the game.
- Maximum Firepower – As I also said above, all of our removal options currently require somewhat of a board presence, so in games we are struggling, this card will not help us out. A card like Open Fire with unconditional damage dealt would be ideal to slot in for some more flexibility in our removal package.
Additional Flavor you could slot in
Everyone has a bit spice they add to their builds. Here are a few options you might consider swapping into the list above.
- Recruit & Prepare for Takeoff – I’ve seen these in a few of the DB versions of this deck as an additional means to help you find the big units in games where you drew badly. They could also help look for a cheap blocker in a pinch.
- Consortium Starviper – Another cheap space unit to help with space control, while giving some additional help in heals when you have initiative. Unfortunately, Tarkin decks don’t typically end up with initiative, so I’m not sure you’ll get a lot of help there. This unit trades really well into the Heroic Space aggro suite, but terrible into the Villainy version. It also not an Imperial card, so Tarkin can’t buff it.
- Snowtrooper Lieutenant – You’re not really looking for that extra 2 damage to help defeat the enemy’s base, so we must evaluate him purely as a 2-cost chump blocker. The LT might be helpful in some situations, but I chose Yularen for the extra health and healing ability.
That’s all for today! Have you gotten any games in with a mono deck yet? How are you building yours? What’s your favorite deck to play so far? Check out some gameplay on our YouTube in the coming weeks if you want to see it in action!





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