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Deck guide · Dark Side · best in 1v1
Grand Admiral Thrawn, leader of Thrawn Energy EngineGrand Admiral Thrawn skill icon

Thrawn Energy Engine

Governor Pryce follows Thrawn and refills your energy, so you get more cards than the enemy all game. Thrawn's attack grows the longer he survives, and his skill speeds up every organic ally. This deck wants a long game: protect Thrawn, keep Pryce alive, and outspend the enemy.

Leader Grand Admiral Thrawn
Avg cost2.86
DifficultyMedium-Hard
StyleEnergy engine, late game

The deck

Leader skill. Skilled Commander: Boosts Grand Admiral Thrawn and ally organic units and leaders' combat abilities to increase their Attack Speed by X% and their Movement Speed by X% for X second(s).
Leadership. Student of War: Thrawn's Attack Power increases by X% every X seconds up to X%. When he is defeated, his Attack Power resets.

Era set bonus: Galactic Empire: 7 of 8 cards, so your skill cooldown is 14% shorter. X values grow with your leader's level and perks.

How it wins

Out-energy the enemy with Pryce, keep Thrawn alive until his attack bonus is maxed, then win the late game with bigger pushes than they can afford.

Strengths

  • Pryce's energy refills mean more cards over the match
  • Thrawn gets stronger every few seconds he's alive
  • Nerve Gas weakens any organic push

Weaknesses

  • Thrawn's bonus resets when he dies, so dying hurts more than usual
  • Pryce is fragile (561 health)
  • Weak early against fast aggro

Card by card

CardCostJobHow to use it
2Cheap damageCycle card and back line.
2DebuffReduces enemy organic attack, attack speed and movement. Throw it on their push as it hits yours.
3Unique, energy engineFollows Thrawn and periodically recharges your energy. Play her early and keep her alive.
3Burst meleeFast attackers. Bodyguards for Thrawn and Pryce.
3SplashExplosive shot for swarms.
3Ranged damageTwo strong shooters.
4Sustained damageThree quick-firing shooters focusing one target.

Game plan

Opening

First minute

  1. Pryce early, in a calm moment, while Thrawn is safe near your turret.
  2. Defend with Stormtroopers and Bladesmen. Don't push yet.
  3. Let Thrawn's Student of War stack while he stays alive.
Mid game

Win the fights

  1. Use Pryce's extra energy for two-card pushes: Death Troopers plus Heavy Gunners.
  2. Skilled Commander when your organic army is in the fight: it speeds all of them up.
  3. Nerve Gas on their push just before it hits your line.
Late game

2x energy and Sudden Death

  1. 2x energy plus Pryce means you can play nearly every card you draw.
  2. Thrawn should be near max attack by now. Push with him behind the army.
  3. Sudden Death: keep Thrawn alive; a reset this late loses fights.

Signature combos

5 energy

Engine Start

Governor Pryce early + defend with Stormtroopers

Pryce pays for herself over the match.

7 energy

Command Push

Skilled Commander + Death Troopers + Heavy Gunners

Five shooters with boosted attack speed.

5 energy

Gas and Blades

Nerve Gas + Devaronian Bladesmen

Slow and weaken their push, then shred it.

Matchups

AgainstWhat to do
Fast aggro (Anakin, Vader)Defend near your turret early; Nerve Gas their dive.
Swarm decksSandtrooper and Heavy Gunners.
Tanks and turret chargersSwap Heavy Gunners for Dewback if you need your own turret threat; focus their tank with Death Troopers.
Air strike decksKeep Pryce away from your clumped shooters.

Swaps: Heavy Gunners to Dewback Trooper if you need a turret threat.

Mistakes to avoid

  1. Losing Thrawn early and resetting his attack bonus.
  2. Leaving Pryce exposed at the front.
  3. Pushing too early, before the energy lead pays off.

Upgrade order

  1. Grand Admiral Thrawn
  2. Governor Pryce
  3. Death Troopers and Imperial Heavy Gunners
  4. Stormtroopers, Sandtrooper, Devaronian Bladesmen
  5. Nerve Gas Grenade

See Upgrades and resources for costs.

Running this deck? Post your results, tweaks and replays in the SWFAR Facebook group, vote for Grand Admiral Thrawn on the community tier list, or submit your own guide.