In my Deck
Clinic #7 article back on November 3rd, 2006, I mentioned how
interesting the Gungan theme was for the Ground Arena. What happens
though if you take this to an extreme and make an entire deck around
Gungans?
There is one obvious problem from the
get go, no Gungans in Space. This means your theme is already lacking
in one arena. But what if you incorporate a very closely related
theme to Gungans by adding in Naboo units as well? This allows you
access to some pretty good Space units and additional options in
Ground and Character; as well as providing a little more synergy.
Let's breakdown this synergy and see just how well these planet-sharing
buddies do together, and just how devastating they can truly be.
First off, let's take a look at what
I consider to actually be the weakest arena for this deck, Character.
The reason I say this is because most of your units are utility
units. They are costed for their abilities, not for their stats,
which means that they are generally slow or underpowered. However,
this becomes a null issue when you consider just how strong their
abilities are in the grander scheme of things. Also, with the help
of Locations and Battle cards, this weakness can become even less.
Everyone's
favorite Star Wars personality makes an appearance in this deck
in the form of three versions of Jar Jar Binks. While most people
dislike this character (me included), he does have some very good
cards. All of his versions have Lucky; although the (A) version
doesn't use the keyword, and the (C) version comes loaded with two
pretty powerful abilities. Also, stacking Jar Jar gives you a pretty
impressive 60/5/5 for only five build.
But just having Jar Jar will not give
you the boost you need and that is why you must rely on his buddies
Captain Tarpals and Boss Nass. Tarpals is great because his ability
is not arena specific and grants all Gungans Accuracy 1. This becomes
huge when you consider just how many Gungan units you can have out
at one time. Boss Nass' ability is just as critical because it helps
reduce the cost of all your Gungans which really helps with the
bigger units such as the Grand Army and Kaadu Squad. The additional
power he grants is just more icing on our already delicious cake.
Captain Panaka is the lynch pin in combining the Gungan and Naboo
theme's. He not only grants all Naboo units Stun 2, but he also
gives each Retaliate 2 which is huge beyond words. This makes even
the smallest unit a force to be reckoned with. Now your opponent
will have to worry with not only your attacks, but also your Retaliate.
The last units in this deck are more
of a "filler" then necessary for the deck. Padme can help
with drawing and force gain as well as gaining the Naboo bonuses.
She is also a decent fighter in a pinch, but she could easily be
replaced with any other characters. The same goes for Boba Fett
(H), but his Hidden Cost can be very useful, especially when your
opponent drops a Darth Vader (R) into the arena. Here is the basic
look of the character arena:
Character: (14)
1x Jar Jar Binks (A)
1x Jar Jar Binks (B)
1x Jar Jar Binks (C)
1x Padme Amidala (B)
1x Padme Amidala (G)
1x Padme Amidala (H)
1x Boba Fett (H)
2x Boss Nass (A)
2x Captain Tarpals (A)
3x Captain Panaka (A)
Ground is where the theme of this deck really
starts to take off. You have access to some highly synergistic cards
and some very effective defensive techniques. The only problem is
figuring out a way to choose which units you want to use. Let's
start with one of the best defensive units in the game, the Fambaa
Shield Beast.
Boy,
does the word beast ever describe this unit effectively. Granting
Shields to all your Gungan Ground units is awesome, and being non-unique
means you can grant them multiple instances of Shields. Just think
how hard it would be for most Dark Side decks to crack a unit with
Shields two, three, or even four. The Fambaa Shield Beast is a must
run and four of them are also a good idea.
Our next floppy eared friend is the Gungan
Battle Wagon. This works similar to the Geonosian Picador in that
it grants +1 power to your Gungan Ground units. Additionally, it
gives them a Critical Hit bonus against Droids. Patrol Mode Vulture
Droid giving you problems? Get out a Battle Wagon or three and you
will make short work of it. This is an excellent card, especially
with the amount of Droids or low Health units most Dark Side decks
run.
Gungan Catapults haven't seen much use since
TPM, mainly because of their low speed. In an all Gungan deck though
they fit in perfectly; gaining not only Shields, the Power bonus,
cost reduction, but also Retaliate. With the added power from the
Battle Wagon and Boss Nass, the Catapult could be attacking twice
with 7 Power for no Force cost.
The last two units are your beat down units.
The Kaadu Squad is a solid unit, packing 50 Speed and some nice
stats. Its cost is a little high, but with Boss Nass this shouldn't
be too much of a problem. Lastly, there is a lone copy of the Gungan
Grand Army. This is more of a thematic card in the deck and could
easily be swapped out for something else. Realize though, that the
Overkill does come in handy against Dark Side swarm decks, namely
Trade Federation. What would benefit this deck the most is more
card drawing, so if desired, you could cut the Grand Army and a
Kaadu Squad for a pair of Jawa Sandcrawlers.
Space
gets really interesting when you start looking at some of the options
that the Naboo sub-type offers. The best Space unit has to be the
Bravo N-1 Starfighter; this little guy is a beast. Add in Retaliate
and Stun to this economical fighter and he becomes a true powerhouse
in this deck.
While the N-1 Starfighter lacks the Health
and Critical Hit of his big brother, he makes up for it with his
extra Speed. With 60 Speed you should be able to attack before all
but the fastest Dark Side units.
One of the most ingenious tricks that the Naboo
have is being able to return cards from your discard pile to hand.
The Naboo Star Skiff, when deployed, lets you return a Starfighter
card to your hand. This means you can pitch your Starfighters to
discard effects, bring out a Star Skiff and get them back. The Senatorial
Cruiser works in a similar way, searching out your deck for a Character
card and putting one build point on it. This not only helps with
draw consistency, but it helps lower the cost of the deck by helping
generate build.
The last two units again are a thematic choice
for the deck. Padme's Yacht while a good unit could easily be replaced
with Luke's X-Wing or any other unit without effecting how the deck
plays.
I
am going to discuss the Battle, Mission, and Locations for this
deck all in one section. Mainly because a lot of the card choices
are fairly standard. Again we have a deck made by me running Trap
Door, Discuss, and Dismiss nothing new there. However the
importance of these three cards cannot be over emphasized. They
are just too good not to add to most decks.
Your mission cards do one thing, draw cards.
Meditate is the best card in my opinion for card drawing and force
gain for Light Side. It is a perfect balance. Explore the Swamps
is probably the BEST search card of all time. Not only does it let
you get any Location out of your deck, but it also puts three build
counters on it. This means you can search out and build almost every
Location Light Side has to offer.
Speaking of Locations we have two superb ones
in this deck. First off is Lar's Homestead, this is just a spectacular
location. It is a global cost reduction for all your units, with
the only restriction being that they cost five build or less. In
this deck there are only eight cards that do not benefit from this,
and four of those cards get their cost reduced by Boss Nass. Lastly,
we have the Swamps of Naboo. Any and all non-Naboo units will suffer
from this Locations' -10 Speed penalty, but this is the perfect
bonus to make your slow Naboo and Gungan units a deadly threat.
These must be some really tricky swamps if they slow your opponents
Space units down too hehe. Also by gaining a speed advantage
you get more use out of the Stun granted by Captain Panaka.
Battle: (8)
2x Dismiss
3x Discuss it in Committee
3x Trap Door!
Mission: (6)
2x Explore the Swamps
4x Meditate
Location: (4)
2x Lar's Homestead
2x Swamps of Naboo
Totals:
14 Character
14 Ground
14 Space
8 Battle
6 Mission
4 Location
0 Equipment 60 Total Cards
Download this deck and other deck articles
for LackeyCCG here.
That's all folks.
In all honesty I think that his deck has some great potential and
could easily be one of the more formidable decks in the current
meta-game. What this deck lacks in pure brute force, it easily makes
up for in little tricks that when added together could spell doom
for your opponent. As always, if you have an interesting or quirky
deck, one that utilises a forgotten subtype or an overlooked strategy
or interaction, or if you just want to make your deck better please
e-mail it to me at ketricel@msn.com.
Thoughts or comments? Visit
the message board thread for this article here.
About the Author Nathanael has been a player since May
2002 and is currently taking time off from the IDC and Playtesting
for personal reasons. He has written a number of articles for Wizards
of the Coast and has been very active with the SWTCG Hope of the Jedi
tournament. Nathanael Tripp has also been a member of both the Wizards
and Rebelbasers forums since January of 2002, posting under the name
Ketricel.
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