This deck has gone through several iterations before stabilizing on this “Clone Commander” version. We don’t break this one out a whole lot but it’s pretty fun when we do. It got some love during the discussions of the 10-Year Anniversary Set, someone called it the “save the clones” version of him. That’s pretty much what we were going for.
What does this deck do: Has a Jedi command his troops, increasing their offense and defense.
Ki-Adi-Mundi
by Roman F & Geektopia
General Ki-Adi-Mundi
17 HP
Melee
22 cards
Blue Deck
2 Arc Troopers
5 HP Each
Blaster
9 cards
Strong+ Ranged Minor deck
Ki-Adi-Mundi – 12 Talent Cards
3x CLONE GENERAL
A5. Each ARC Trooper does 2 damage to all enemies it can attack.
2x JEDI WATCHMAN
A7. ARC Troopers cannot be attacked until after your next turn.
2x FORCE DEFENSE
D3. Attacker cannot attack again until after your next turn.
2x FORCE PULL
Choose any character Ki-Adi-Mundi could attack with a blaster, but may include allies. Move that character adjacent to Ki-Adi-Mundi. Draw a card.
2x ANTICIPATION
Move Ki-Adi-Mundi and ARC Troopers up to 3 spaces each. Playing this card does not count as an action.
1x JEDI FOCUS
Choose an adjacent ARC Trooper to recover all of his hit points. If both ARCs are destroyed, Ki-Adi-Mundi recovers 3 hit points. Draw a card.
Theme: ARC Trooper Commander
Path to Victory: ANTICIPATION + CLONE GENERAL + JEDI WATCHMAN
Strengths: Potential for high direct damage, solid defense, solid movement
Weaknesses: Without ARCs, damage output is low. ARCs are obvious targets that go down quickly.
Strategy: Use power attack cards to keep an opponent from eliminating the ARCs until they’ve done sufficient damage, finish up with Ki.
Test Level: Medium
Tier: 2
Inspiration: This deck has changed a lot over the years. It was originally a collection of various card ideas with no place to go to a character that seemed an obvious inclusion, especially after Battlefront 2 came out. That idea didn’t work very well, so we re-did him as sort of a “melee Tarkin,” e.g. a commander of strong minors with a melee game.
Playing Ki-Adi-Mundi: The real trick is getting something out of the ARCs before they die, and to do that, Ki will have to step up to protect his minors instead of them protecting him. Once you’ve gotten some solid damage out of the ARCs, Ki has enough offense to finish up.
Playing against Ki-Adi-Mundi: Watch out for FORCE PULL, it can put a safe character in immediate danger. Other than that, just do your best to eliminate the ARCs early or face big damage to bunches of characters.
Want more Ki-Adi-Mundi?
Mike Maloney has a good one that was selected for the 10-Year Anniversary Set. I like the way it uses the discard pile and voted for it.
Scott Hagarty also has a good one, along with many other good decks, all on the Wiki.
You’re PDF version of Ki-Adi-Mundi is not working?
Dave, thanks for pointing that out. Try it now.