Today we’re going to take a look at the most consistent character in the game: Mother Talzin.
For our battlefield of choice we’re running Throne Room for the early pressure of Phasma specials (or even a Bazine special). If the meta ends up being too fast, we’ll likely need to change this.
Let’s look at our list (side note, everything in our deck is odd costed, to ensure Talzin and Witch Magick will always hit max value):
I believe the real question people are going to ask is why not 5 die Talzin (Talzin, Bala, Trooper)? Well, this list has comparable turn one potential as, with no dice removed, it can deal 10 (Bazine special, 2, 2, Phasma Special). The list can do cute things, my favorite being using Talzin’s ability to turn to Bazine special turn one, getting us that 3 damage, and pushing us closer to the critical 6 damage for Phasma special. However, the main reason why I prefer this list is that Phasma is the clear target, and she has 10 hp. This allows us to play with much greater confidence of what our opponent will do each game, and we can get comfortable playing around it. Additionally, since Phasma has 10 hp, and takes longer to kill than Bala, we have more time to draw into Witch Magick or Force Illusions, and take her back from the brink of death.
Let’s take a look at our upgrade suite. Our character dice can deal crazy amounts of damage in this deck, with 3 of our dice having situational 3’s. For this reason, most of our 1 cost cards are removal oriented and we won’t be trying to drop many early damage upgrades but rather we’ll be playing removal to keep Phasma alive. What we do have is Dark Counsel and Bartering, which we can drop turn one while still being able to play removal. Bartering is a new staple one drop in my opinion, it has 3 resource sides, a discard, and a focus, all of which are great turn one. Ultimately, we want these upgrades to act as resource gens, as we can’t run the standard 0 cost gen cards like Logistics. Later on we can overwrite them. For 3 drops we have Riot Batons, Heirloom Lightsabers, and Force Throws. Riot Baton and Heirloom have consistent sides while also being redeploy, so they’re obvious choices. Force Throw, however, is simply insane on Talzin. Remember we get a guaranteed focus with Talzin’s ability, so when we activate Talzin we can guarantee Force Throw special every single time. To recap, early we’re looking at dropping the 1 cost dice and playing plenty of removal, and as we can afford them, we put out the more deadly 3 drops.
Let’s look at the bread and butter of the deck, the control suite. We have Force Illusion, Electroshock, Feel Your Anger, Overconfidence, Subdue, Traitor!, and Witch Magick (.. and Force Throw). There are a few that need brief discussion. Traitor is a card that no one has ever touched, however, with Talzin you know exactly what the top card of the deck is, so you can be certain of the effect before playing the card. Even then, you might ask why we’d play a card that will normally only be able to remove a value of 1 or less but not specials. Well, the meta will likely be special chaining heavy, so we can hit the dice like Lightbow when it’s on the 1 Discard/shield or blank before it is chained to. Additionally, having played the card, the Ambush keyword is insane to have on a removal card. Being able to both remove a die and take another action keeps us ahead in action economy. Moving on, Witch Magick is probably the most insane card in the deck. Paying one to heal three is absolutely ridiculous, and people are going to flip when that 5 hp Phasma becomes an 8 hp Phasma. In any case, we have 14 one cost control cards and Force Throws to boot. This deck should be the king of control.
Next up we have our aggressive cards and resource gen. For resource gen we have Hidden Agenda and Mobilize, the only decent odd costed options, which actually work oddly (ha ha) well together. For aggressive cards all we have is Three Steps Ahead. However, that card could be nuts. Ultimately our goal is that some time early in the game we play a Hidden Agenda on Bazine. Then in mid to late game we start a turn out by playing Three Steps Ahead for 1 and being able to activate multiple characters and then resolve dice. While Tactical Mastery would be more efficient, Three Steps Ahead doesn’t require us to spot a red character, and thus will work even after Phasma’s death. It is worth noting that Talzin is especially effective with action cheats, as she can guarantee that you hit at least one die. While this is a two card combo, we don’t have to draw and play them in the same turn, so we should be able to use the combo with relative reliability. In any case, playing Three Steps ahead with an Heirloom and 2 Riot Baton Talzin should feel great.
So what do you think? Will the control and heal be able to keep Phasma alive long enough? Will Talzin’s trick with Bazine be a great way to start out a game with strong aggression, or would you rather see a Greedo or Trooper in her place? Personally I believe Talzin decks will be the most consistent and effective decks in Legacies, but it remains to be seen if running an odd deck with no 0’s will be too much of a drawback.