The Gungans – Trilogies Store Championship, 1st Place

I’ll be honest, I could not be happier that this actually worked.

I wish I could say that playing Gungans was a genius meta call, that the idea stemmed from a recognition of four-character, support-focused decks slowing the game down enough to outlast the standard two-character Trilogies decks, that indirect damage in a two-character meta becomes exceedingly high value, that Red Hero has a suite of underrated tools perfectly suited to the current environment – but, and I hope this is encouraging, that had nothing to do with it.

I just wanted to play Gungans because I like them and I like weird decks, especially if they’re supposed to be bad.

The deck started as all thematic decks do – piled full of the most thematic cards. Does it say Gungan on it? It’s in! Boss Nass, Jar Jar, Gungan Warriors, Gungan Offensive, Dumb Luck, Boomas, etc. The only exception was the Gungan Catapult, a card that never made it into the pile in spite of my rose-colored glasses. Maybe in a Planned Explosion deck?

Characters are easy here. With only two sets in the format, you really need two colors. Jar Jar is the only yellow option, so he is in. Boss Nass is the damage engine, so he is in. That is 16 points. Grab a few Gungan Warriors to go to 28 points. Then you can either make Jar Jar unique or pick up a 2-cost Plot. In retrospect, Taking Ground would not be an awful call (more on that later) – but elite Jar Jar is the clear choice. Five Gungan dice powered by Boss Nass’ ability is why we are here.

From there you can really make a bad deck. I asked Zach, as I have done since I was about 13 years old, to take my pile of cards and try to make something out of them. First attempts proved that task to be as difficult as expected.

Cards like Dumb Luck and Gungan Offensive just did not have strong enough fundamentals to compete with the likes of Easy Pickings, Motivate, or Into the Garbage Chute. Games were long and the Gungans were incredibly annoying, but, as is actually quite appropriate, they just weren’t doing anything. Opponents simply muddled through slaughtering all of the Gungans and were disappointed that their decks couldn’t do it faster.

In a comment that summed up initial impressions, original testing partner Matt Phillips suggested one major change to the deck – all four starting characters.

But there was something happening, subtly, in the background. The removal was good – like, really good. Trading a Gungan Warrior or Boss Nass activation for 5-6 damage with Into the Garbage Chute absolutely crushed turns. Combined with cards like Blaze of Glory (aka Leroy Jenkins) and Easy Pickings on top of 28 health, the Gungans had plenty of time. We just had to figure out what to do with it.

That is when things really turned. Zach was convinced of the fundamental strength that a long game + Boss Nass provided, and so we started looking at the best option for long games: supports. After trying a few different suites, nothing could beat Crait Speeders and Boomas, the former providing a critical source of direct damage. Playing on that truth, the HWK-290 was added, and Bubble Shields with it (especially good with Crash Landing).

Electropole made the cut because it could be used so many times in a single turn. My record is 3 Electropole resolutions in a turn where the Gungans murdered themselves with Crash Landing and Blaze of Glory. On top of that, the 2-disrupt turned out to be a huge addition to the “slow the game down” strategy, and that side in particular may have been the MVP during the tournament.

Two more revelations happened throughout the testing process.

Diplomatic Protection was simply unreasonable in a 4-character deck. Jar Jar is on 5 damage, I play Diplomatic Protection, you choose between killing Jar Jar and giving me 6 shields. Unreal.

On a similarly unreasonable scale was discovering the true power of the Arena of Death battlefield. It was the only battlefield put in that original pile of cards, and with all of our focus on the characters and deck, we didn’t really think too much about it. That changed during a game in which a heavily injured Boss Nass was facing off against a heavily injured Anakin and Kylo. After trying to find an out for a long time, Zach and I simultaneously realized that I could claim for 3 indirect damage and then claim again as my first action next turn.

At the end of the game, I could do 6 indirect damage at any point. That filled us with pure, unadulterated glee.

After a few games that turned out exceedingly well for the Gungans, this is the final list that beat Zach’s Kylo / Anakin in the finals of the Edmond Unplugged Store Championship.

This decklist can also be found on SWDestinyDB.com!


BATTLEFIELD
Arena of Death, Nar Shaddaa (Way of the Force #156)

CHARACTERS
2x Jar Jar Binks, Clumsy Outcast (Legacies #47)
1x Boss Nass, Bombastic Ruler (Way of the Force #71)
2x Gungan Warrior (Way of the Force #72)

UPGRADES
2x Diplomatic Protection (Legacies #123)
2x Electropole (Way of the Force #85)

SUPPORTS
2x Runaway Boomas (Legacies #51)
2x Modified HWK-290 (Legacies #70)
2x Bubble Shield (Legacies #145)
2x Resistance Crait Speeder (Way of the Force #83)

EVENT
1x Logistics (Awakenings #142)
2x Easy Pickings (Legacies #117)
2x Into The Garbage Chute (Legacies #124)
2x Crackdown (Legacies #136)
2x Crash Landing (Legacies #137)
1x Vandalize (Legacies #156)
2x Well-Connected (Legacies #157)
2x Blaze of Glory (Way of the Force #75)
2x First Aid (Way of the Force #77)
2x Motivate (Way of the Force #79)


Having played through the tournament, I would drop Vandalize for a Target Intel. I’d also probably try to find a way to get a Flank or two in there, but it’s hard.

You’re pretty much playing fundamentals here, with resource generation to drop your supports and control cards to keep you safe. If you ever pull off a first turn First Aid on a 4-damage Boss Nass, you win.

Activate a Gungan, resolve it if it is good, move on if it is bad. Use Jar Jar at the right time. Hold onto a Gungan for Into the Garbage Chute or Blaze of Glory if needed. Do not forget Boss Nass’ Focus for your supports.

Their target must be Jar Jar. If he dies first turn, your game gets a lot worse. Do not let it happen! You need those Easy Pickings and Well-Connecteds.

Once your opponent has done everything and gets bored of saying “pass”, you can begin playing cards like Crackdown, Well-Connected, Motivate, and/or Logistics to build up to a surprise support or two. Roll those dice out, resolve them or fix them, and keep the assault going. Be sure to roll out your additional Booma die before re-rolling the pile for maximum value.

Toward the end of the game, watch for Arena of Death plays. Remember that you can do 6 indirect damage at any moment. Abuse that.

The event at Edmond Unplugged was just an incredible time. Mike is a great store owner and Ian, who often makes an appearance at our events in Tulsa, is about as great of a tournament host – and person – as you could ask for. Nothing but good vibes from everyone there, and excellent players.

And I have to give a huge shout out to my Gungan brother, Andrew, for not only playing a Gungan deck at the event, but also speaking in Gungan the entire time. Without you, there is no way I would have done so well.

For a full rundown of the deck and more information about how it plays, catch our podcast all about the event on iTunes or via YouTube below!

You can also find a rundown of Zach’s 2nd place deck on his Is Snoke Overrated? blog.

Worth noting, too, that our Destiny Box Subscription is insane right now, just in time for Across the Galaxy. Boxes are $86.12 each, with free shipping on two or more, and you do not pay anything until a few weeks before the next set releases. It’s available for a limited time and we only have a few spots left, so jump in now if you want to guarantee your boxes without having pre-order money locked up until November.

We also have Across the Galaxy Saga Sets (shipping on release) available on our store. A great option if you just want the entire set without any randomness!

If any questions about the deck, leave them here and I’ll respond. Thanks for reading!

  1. Big fan of 4 wide, I like how the gungans do quite a bit of damage above Clone trooper/Rose/Jarjar/anakin. So the gungans seem like a great call!

    I think you can actually play better vehicles than the HWK+Bubble Shield package. N-1 Starfighter, Arc-170 starfighter, and Fang fighter are all excellent cards. It is tricky to be able to afford all of them, but there are some cards that can help with that. Namely, Refit, Mobilize and the second logistics all can aid in resource generation. I argue you can also cut some of your mitigation for some resource generation if you think you can’t afford the 3 cost vehicles. You have 28 health! With 28 health I think it is more important to get some vehicles into play quickly than playing a first aid to heal for 2 damage.

    1. That’s likely the case. The 3-cost vehicles need testing given the resource curve. I felt nicely aligned on cash v capability (always felt like I needed one more resource, but always had enough). The 28 health argument is why I opted for HWK, since the damage was less significant spread across 4 bodies.

      First Aid did a lot of healing 4 on the first turn 🙂 That wins games, and I assumed that most people would focus on Boss first (they did).

      Refit will be a hard include since it neuters your Crait Speeders. Just depends on how the support spread shakes out!

      1. I would start with something like this

        +2 Refit
        +2 Fang Fighter
        +2 N-1 Starfighter
        +2 ARC-170 Starfighter
        -1 Logistics
        -2 Runaway Boomas
        -2 Modified HWK-290
        -2 Bubble Shield
        -1 Vandalize

        Maybe cutting crash landing for Sound the Alarm due to the lack of bubble shield.

  2. Hey Steven,

    Thanks for this – I am similarly blessed/cursed with a need to make thematic/still reasonably effective decks, and I loved this one.

    Put it together last night and played it today; did fine, and more importantly was fun to play!

    Re; 2x Modified HWK-290 (Legacies #70); I seem to have a psychological block about this card; respect it, just don’t like playing it (I know, I know, makes no sense). I am thinking about Arc-170 Starfighter to add a touch of direct damage, and I like its ability. Other suggestions?

    Cheers and thanks again,

    Rick

    1. I understand that block. I started forcing myself to play it, and it paid dividends! Arc-170 would be a great swap. One Bubble Shield becomes Logistics, and other might be a Target Intel? Beware your Crash Landings will be less good without the shield, and if you’re in an indirect damage heavy meta, Bubble Shield is 1-cost for 3 health, which is killer.

  3. Hi Steven!

    I really enjoyed this episode of the podcast and your write up of the deck. You are obviously of the “Johnny” archetype — and I really appreciate that. I like quirky, unexpected lists and wins, too!

    I took your list to my weekly Destiny tourney at my FLGS last night, making the following changes, since it was Standard Format and not Trilogies:

    -1x Runaway Boomas
    -2x Modified HWK-290
    -1x Bubble Shield
    -1x Easy Pickings
    -1x Vandalize
    -2x Well-Connected
    -1x Blaze of Glory

    +2x Truce
    +2x T-47 Airspeeder
    +1x Republic Cruiser
    +1x Negotiate
    +1x Reconstruct
    +1x Suppression Field
    +1x Target Intel

    None of my 4 opponents was able to defeat the Gungans outright, which speaks to the defensive strength of this list. However, all 4 games went to time.

    Game 1 vs. eJango Fett + eSnoke LOSS
    Very imaginative deck with some clutch plays by my opponent, including Lure to force activate a Gungan Warrior who didn’t have the Electropole on him, then using Jango’s dice to kill the Gungan Warrior who DID have the Electropole on him before he had a chance to activate. There goes the Electropole…sitting there useless on the force-activated Gungan. He used Jango Fett’s ability skillfully and then usually Snoked him to convert a 2-damage side to 4. Ouch! Also, he ran 2x Frighten and twice removed all three shields from Boss Nass. Plus he used Backup Muscle and Deadly to nullify my remaining shields. I was still able to do quite a lot of damage and use mitigation and healing, but not enough. He claimed often and used the Otoh Gunga battlefield to heal his characters every round. Went to time and I lost the damage race!

    Game 2 vs. eRose + Wedge + Hired Gun LOSS
    This game went a lot better, but I lost due to 2 critical misplays.

    The first was in Round 1. I had First Aid in hand and Suppression Field on the board. Wedge used his Power Action to turn dice so that 5 indirect damage was on the board ready to be resolved. My mistake was using the Suppression Field to soak up one of those die, instead of allowing my opponent to resolve the dice. I could have put all 5 on one of the red Gungans, then immediately used First Aid to heal 4 of it. Oops.

    The second misplay was at the very end when I mismanaged the claim ability of the Arena of Death. It was my turn, time had been called, and I was 1 pt of damage behind. Wedge’s 2 indirect damage die was in the pool, 1 Gungan Warrior was down and Boss Nass had 7 damage on him. I should have claimed to deal 1 indirect damage to my opponent and tie the game. But instead I thought I would allow my opponent to resolve Wedge’s die, put it all on Boss Nass so that he was defeated, THEN claim and do 2 indirect damage for the win. My opponent, instead of resolving Wedge’s die, correctly read the board and claimed. I had no more useful cards to play and no more dice to roll. Game over. Had I claimed I would have won, b/c I had more cards in hand and deck. Oops again!

    Game 3 vs. eAhsoka + eYoda LOSS
    I used damage absorption and healing and shielding throughout this game to great effect. Suppression Field, played twice due to Reconstruct — amazing! By the end, Ahsoka, loaded up with 2 Shotos (and something else I think) was only able to do a handful of damage that actually stuck. But those Blue characters were constantly larded up with shields and my Gungans had only managed to do 3 damage to Yoda when time was called and the game ended with the conclusion of that round.

    Game 4 vs. 5 Jawas WIN
    A swarm of Jawas also running the Arena of Death! The Gungans damage mitigation worked really well, the Jawas’ 2 ranged for 1-resource sides plagued my opponent due to the Electropoles’ incredibly useful disrupt sides, and the Gungans managed to win the game by doing a lot of indirect damage with a couple of key targeted range damage resolutions.

    This deck was really fun to play!! But SLOW. And obviously I didn’t quite play it right. Steven, how many of your games went to time? And how many did you win by actually defeating all your opponents’ characters?

    The “meta” at my FLGS favors fast aggro deck, which puts this list at a disadvantage, wouldn’t you say? I’m thinking of making some changes to speed things up (Wingman, Deploy Squadron, Hit and Run), increasing the damage output by following Edmund Nelson’s advice (above) and playing the ARC-170 instead of the Boomas. I also may try to find a place for Field Medic and Mend to get more damage off my characters.

    Thanks again, Steven! Any advice would be welcome, if you have time. 😀

  4. BTW: I did pull off a 4-damage First Aid heal on Boss Nass in my first game against Jango Fett & Snoke! It was clutch! My opponent was impressed! But, alas…it was not good enough. Or, more likely, I myself was not good enough! Haha!

    1. Great to hear about all of this! I’m sure Standard is a much different environment. Unsure how the Gungans would ultimately perform there.

      I did win all of my games on damage and never went to time. One game went a little long, but I think it ended with about 5m left in the round. Trilogies plays a lot more straightforward though (why I like it), with less healing, mitigation, etc so it makes sense that the games would be more concise.

      I bet the Gungans could get there in Standard, it would just take a lot of work. Maybe you’re the perfect person to do it!

      1. Thx for the info, Steven!

        On a somewhat related note, I took my eObi-Wan + Cassian Andor list to a 20+ person store championship at my FLGS and scrrrrrraaaaped into the TOP 8 with a 3-2 record after the Swiss rounds. Lost my 1st Top 8 game though, b/c as you know they pair 8th pl. with 1st pl. I had lost to the 1st pl. player earlier in the day: very good player (previous store champ, places well at regionals, etc) running an eKylo + ePryce deck. So, I lost to that deck twice.

        The other deck I lost to that day was the same eJango Fett + eSnoke deck I mentioned above.

        My wins were against eRex + Clone Trooper + Jedha Partisan vehicles, eRey2 + eLuke3, and eRose + Hired Gun + Wedge vehicles.

        After almost 5 hours and 6 games of Destiny, I was tired! But it was really fun!! I had never played in a competitive tournament like that before, just our weekly casual tourneys of 3 or 4 rounds.

        Thanks again for your lovely videos!

      2. RE: Gungans — there’s a player at my store who runs a Gungan list that goes all in on blanks and indirect damage. He runs Training, Gungan Offensive, Dumb Luck, Wingman, Boomas, etc. When both the little Gungan Warriors have Training and Wingman on them, yipes. Boss activates, then both G.Ws. That can be an avalanche of blanks and indirect damage. Then he plays Gungan Offensive to fix all the dice to indirect damage…

        How do I know this? From sad, painful personal experience…”Meesa got wrecked!”