We’ve written about every other flavor of Boba Fett at this point, so it seems time we close out the series with what might be the most fun version to play. Boba Double Cunning revolves around taking advantage of tempo plays and pumping damage aggressively into your opponent’s base to end the game before they can rebound.
This deck is likely close to its final form with the card reveals remaining, but options remain to slide into main deck or sideboard based on the meta, despite being restricted to one aspect. Let’s dive in!

We’ll keep this deck updated as the meta develops.
Playstyle
I always like to tell Tyler “Welcome to Tempo Town” when he sits down to play against this deck. I built this deck around using Cunning’s tempo plays like exhausting and bouncing units to keep board control and win the game quickly.
Obviously, the homerun for this is Cunning, which can either exhaust 2 units, bounce a unit, or give one of your units +4 power for the round. You can usually safely combo one of the first 2 abilities with the +4 power on a shielded unit or big health Boba to push the extra damage. There will also be times where the Discard a random card can be powerful (especially if your opponent has no cards in hand and you bounce a problematic unit to then discard), so it is important to think through all 4 options when you play Cunning.
Outside of Cunning, you have the same effects on cheaper, single cards with No Good to Me Dead, Waylay, Cantina Bouncer, and Shoot First as well. Surprise Strike can help you push damage, while Bodhi Rook can be an amazing play on Round 3 to rip an Overwhelming Barrage from your opponent before heading into the 5-resource round.
Strafing Gunship is an absolutely bonkers card that instantly slotted into this deck as a great 4 drop. The flexibility to be able to attack both arenas can be important at times. This was an easy add to the deck as soon as it was spoiled!
Obviously, Fett’s Firespray needs no introduction, as everyone is familiar with this monstrosity combined with Boba Fett at this point. Change of Heart also makes the deck as a closer. It can steal a sentinel unit, or just the big thing your opponent planned on closing out the game with themselves. Nice Star Destroyer you have there… be a shame if somebody stole it!
The rest of the deck is filled out with the solid Cunning units, Boba Fett, Seventh Fleet Defender, Greedo, Bossk, etc.
What cards are we looking to add?
- Another Bomb to help close the game – Currently we have Firespray and Change of Heart in this slot, but sometimes we don’t see Cunning and need a little extra mileage on the backend to close out a game. AT-ST probably should fit in over Change of heart in this slot, but I’d really love to see something better either way!
- Additional Cheap Units with High Power – With all our tempo options, getting cheap units on the board, that can put good damage into base, is helpful to end the game before our opponent stabilizes.
What cards are on the Chopping Block?
- Gamorrean Guards – I’ve liked these guys in the few games played them. A Sentinel option can be pretty helpful, and you almost always have a yellow unit in play. The 4 power also feels a bit more impactful than Jabba who previously filled this slot (which also allowed us to cut Shoot first.) I could definitely see replacing them if we get a better 4 drop though.
- Greedo – Greedo is always going to be a meta call. His power level is fantastic any time you aren’t facing Darth Vader who can easily ping him off the board.
- Change of Heart – This can feel tough to play at times, as it only really is hitting when you can steal a unit that will close the game out for you. Expecting another bomb like Fett’s Firespray seems unlikely, but something of close power would likely fill this slot.
- Viper Probe Droid – I go back and forth on this guy, as hand knowledge is so good. I have him in right now over Outer Rim Headhunter after Strafing Gunship was spoiled and gave us extra space units.
Additional Flavor Options
- Shoot First – This was my last cut recently, as we already have plenty of bounce and exhaust options in the deck that Shoot First was often the play I was least interested in making. It definitely still has its matchup uses, which is why it’s an easy sideboard card for me.
- Outer Rim Headhunter – This had been a test slot for me for a while that just kept sticking around. With lots of decks ignoring space, you can sometimes get crazy value out of an additional exhaust effect when Boba is deployed. It recently got cut for Probe Droid after Strafing Gunship gave us another space unit to work with.
- ISB Agent – Personally I think the ISB agent play is too cute a lot of the time as the card pool has expanded and we don’t see many 1 health units anymore, but he is an option.
- Mining Guild TIE Fighter – Card Draw isn’t terrible, and there are rounds where I end up with extra resources based on my hand that this wouldn’t be a terrible add. The 1 power is what keeps it out of my 50.
- Asteroid Sanctuary – Lots of exhaust options already in the deck, that this got cut in my list. Exhausting for 1 and a shield can be very strong in the first couple of rounds though.
- Cell Block Guard – Unconditional sentinel has its places, but I currently prefer the Gamorrean guards.
- Outmaneuver – Another big tempo play, if you end up in a lane race against Hero space aggro, this could be back breaking to them. For that reason, it’s a great sideboard option.
- Syndicate Lackeys – I really like these guys for their 5/4 ambush body and I had them in the list for a while. They recently got cut to help fill out the curve, but there’s a solid argument for keeping them in with Bossk for 2 ambush options on the leader deploy round.
- AT-ST – Really your only other option for a big bomb, this guy just feels tough to get across the finish line when you can’t ambush him in with Piett or ECL.
- Bounty Hunter Crew – Cunning is a game winning card, so being able to grab it back is pretty powerful, but this body is just tough to work with at 6.
Cunning Daimyo
Boba Cunning is my current leader for best double aspect (mono) deck in set 1. He makes the most use of the double aspect card options, leaning fully into his Tempo style of play and pushing to close the game out before your opponent can rebound.
Keep an eye on our YouTube in the coming weeks for game footage with this unsung gunslinger!





Leave a comment