A few thoughts: * Your have too little green for the little Green Gamorreans. Seasoned Shoretroopers upside is a better option as is the Droid. * I tried Doctor E a lot and it is just not worth it. Crafty is the better option, especially versus control. * The 1 extra Boba resource is often not getting used by this deck. Salacious Crum instead of those recruits is a nice option. Even when someone kills it, I find that it has been a huge value as it usually saved me at least 4 damage - and often slows down an opponent. It often gives me that last point I need to kill Vader. It is great tech for me. * You want to be able to use the bonus 2 resources from the Boba Flip turn and you're not getting a lot of value out of it. I find that 3 or 4 cards from Legal Authority and Boba Armor can make a huge impact for me. No Good to Me Dead is sometimes a possibility for me here - but usually we are getting these 2 back too late in the turn to get the 2 turn benefit out of NG2MD. Interestingly, I find that Legal Authority ends up being like a 4th NG2MD. Yes, when you play the Boba armor after the attack it is less useful on that turn - and Boba may already be damaged by the turn ... but it still often keeps him alive one more turn or forces them to trade a second big unit to finish off Boba. * Running ramp usually means 'skipping' the 4 cost turn. As such, despite being a decent card on his own and insane with Zuckiss, I do not run 4-LOM ... and without the 4-LOM I find that I'm good running Steadfast. I'd rather have the 7/7 Overwhelm than 6/6 Saboteur. * I run 1 Traitorous and 1 Change of Heart. In this environment they have been insanely powerful for me. Change of Heart has been a game winner for me often when I draw it between turns 5 and 8. * I also run one Cunning. At 6 it is still a huge finisher for me. * I also run 2 Vader to go with 2 Maul. Both are very valuable in different ways. The extra unit can get you the offense you lose on Maul.... Without the Vader I would not run the Cartel Spacer. * 1 A New Adventure is also really strong. It is more versatile than people realize. It is strong on a Firespray - but it also allows me to recall a unit an enemy has taken, reclaim captured units (by new adventuring the capturer), remove upgrades (including bounties), etc... For sideboard versus aggro I take out the Ramp cards and replace them with Sentinels. Versus control I run Change of Heart, Spark and Rival's Falls - removing my Armor, Legal Authority and Cartel Spacers.