This deck is built to be paired with a Captain Rex command/heroism/aggression deck in a custom format where four players play simultaneously, similar to Twin Suns, but in teams of two and all players get halved aspect penalties from their partner's aspect identity. (i.e. This deck only pays an additional 1 for aggression or a second command instead of 2.) Additionally, your partner's units are considered friendly and enemies at the same time but you can't use them to attack like your units. You play with blast and plan tokens like TS as well, there are no release blocks, Heroism and Villainy leaders can not be on the same team, and lastly, the unique rule applies across both players on a team's fields. (i.e. I play Commander Cody, then my partner plays his own Commander Cody, which defeats mine because they can't exist simultaneously.)
This is a republic support deck built to support coordinate synergy and buff an aggro clone deck while providing a majority of the space zone for the team. While it doesn't have much in the way of firepower in its own right, the addition of vigilance and shield spamming allows my field to act as an iron wall defending the main force in the ground zone. Padme allowing me to essentially search out my own units to raise the chance of pulling events and major support pieces. early on, Cody allowing the already hard-hitting forces to overwhelm, Lom Pyke and Mando granting multiple shields at once, Rose converting excess shields on both mine and my partner's fields into experience to make the units hit and live even longer and harder, and Wolf Pack Escort rescuing any units about to be killed despite our defenses.