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Twin Suns: Initiating Phase 2

Welcome, fans of the Star Wars™: Unlimited trading card game. With the upcoming release of Jump to Lightspeed, the game will have enjoyed over a year's worth of exciting cards and snazzy strategies. With the addition of those new cards, it's time for our favorite multiplayer format to enjoy a shakeup!

Starting March 14th 2025, the rules for Twin Suns deck construction will change. You will continue to use a base of your choice and 2 leaders, but the minimum deck size will officially increase to 80 cards, up from the previous minimum of 50. This means the new deckbuilding rules for the format will be:

  • 2 Leaders: Must have the same Heroism or Villainy aspect on their front side
  • 1 Base
  • 80 cards, at one copy each (unless specifically overridden by card text!)
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Why Make This Change Now?

To be clear, this change has been in the works long before the announcement of Twin Suns as a format. In developing the Twin Suns rules and guidelines, we found it extremely challenging to build 80-card decks using only Spark of Rebellion, Shadows of the Galaxy, and Twilight of the Republic. However, once Jump to Lightspeed is available, players should have a critical mass of cards available to meet that 80-card threshold.

Think of the first 3 sets as a runway, and with Jump to Lightspeed, we have liftoff!

 

What About the Future?

Twin Suns was always intended to be an 80-card format, and we have no plans to change this in the future. As more cards release and new strategies develop, that 80-card deck size will hold true! Even through the inevitable ebb and flow of the Premier format, your cards will always have a home in your favorite Twin Suns decks; this format has no rotation.

 

Savor the Moment

With the “new normal” of a higher card count in your decks, Twin Suns players will get to enjoy a lot more cards! You'll be encouraged to experiment with more strategies and explore new synergies. Each game will also enjoy a higher level of variability, with no 2 games ever playing the same.

 

What Does Jump to Lightspeed Bring to the Table?

As one of the most exciting sets so far, Jump to Lightspeed offers players the chance to make the space arena matter even more. You'll be able to play powerful starships, and your opponents will have to answer them or pay the price. This goes doubly for Pilot leaders who can deploy onto a ready Vehicle unit for a massive burst of damage! Be the one to defeat an enemy base, and you'll reap the valuable reward of 5 points of healing.

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Tips & Tricks from John

  • When you have triple the number of opponents, look for cards that say “an opponent” or “each opponent!” Cards like Home One (Jump to Lightspeed, 204) have a better chance of coming out early when you have multiple opponents.
  • Resource acceleration is great in Twin Suns! If your opponents are ramping up, make sure to come along for the ride! Cham Syndulla (Jump to Lightspeed, 164) can help you keep up with the action, possibly letting you deploy your leaders early for big bursts of damage.
  • Jump to Lightspeed offers a selection of 5 new Rare bases, each of which can slant your deckbuilding or gameplay in new directions. Be thoughtful about how a different amount of starting HP can impact your table's metagame! Will the extra health of Colossus (Jump to Lightspeed, 21) paint a target on your back, or will the lesser health of Thermal Oscillator (Jump to Lightspeed, 25) identify you as easy pickings?
  • Last but not least, play War Juggernaut (Jump to Lightspeed, 170)!

 

Tips & Tricks from Joe

  • Dogfight (Jump to Lightspeed, 123) is an amazing card! Surprise opponents who think you're out for the round when all your units are exhausted, only to attack one more time. At just 1 cost, it's easy to slip in at the end of the turn too!
  • Devastator (Jump to Lightspeed, 143) can be devastating! In a 4-player game it can instantly deal 12 damage distributed as you wish. This could destroy multiple players' bases or remove key threats all in one go.
  • Pilots are very strong, but they are also fragile. If you're worried about being hit by Confiscate or other upgrade removal card, play Black Squadron Scout Wing (Jump to Lightspeed, 202). It can attack the moment you attach a Pilot to it, removing the need to wait 3 whole actions before attacking.
  • If you want to introduce a little chaos to the table, play Stolen AT-Hauler (Jump to Lightspeed, 221). You can choose which opponent gets the card and use it as a negotiation tool. If an opponent takes out your AT-Hauler make sure they know they won't be the one to play it for free!
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A Deck from John

For a fun, thematic deck, I recommend pairing Luke Skywalker (Jump to Lightspeed, 12) with the Leia Organa leader from Spark of Rebellion. Both leaders are great at pressuring opponents with aggressive Rebel units. Jump to Lightspeed offers a great selection of new Fighter units, including the dangerous Red Five (Jump to Lightspeed, 151). Its Rebel trait allows for impressive combos with Leia's leader ability, and its Fighter trait dovetails nicely with Luke's ability. Pair it with a Vigilance or Cunning base to access their most powerful options!

 

A Deck from Joe

Pair Rio Durant (Jump to Lightspeed, 15) with Admiral Trench (Jump to Lightspeed, 14). Units with Sentinel are ever present in Twin Suns, and the consistent access to Saboteur that Rio grants is invaluable. Just be sure to have plenty of space units in your deck that you can use him with. Admiral Trench is a great pair as double Cunning gives you access to many powerful cards like Cunning, Bodhi Rook, and Cantina Bouncer. Trench also provides a leader body that can always come back into play. Did you get hit by a Superlaser Blast? Great! Wait 1 turn and you can have your leader back. The card draw and filtering he provides is also fantastic in a singleton format where variance is so high. With a sticky leader like Trench always threatening the ground and a hard-to-block leader like Rio threatening space, opponents will have a difficult time preventing you from attacking them!

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Twin Suns Accessories

In addition to the updates to the Twin Suns format itself, the release of Jump to Lightspeed will also mark the arrival of some brand-new Twin Suns-themed accessories from our partners at Gamegenic!

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First, we have an Expansion Pack to the much-beloved Premium Tokens PRO product. The Expansion Pack includes 40 tokens and features new tokens optimized for Twin Suns, including a Blast counter, Plan counter, and 10 Sentinel tokens to help you keep track during gameplay.

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Next up is the truly stellar Twin Suns Battle Zone Game Mat. This massive 4-player mat has well-defined card and play zones for a full Twin Suns table, including clearly marked ground and space arenas for all four players, all of which is set atop a gorgeous, shiny backdrop of the planet of Tatooine.

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To help you transport your Twin Suns deck and tokens, Gamegenic has created a new Twin Suns Soft Crate deck box! Featuring a slick design that can hold up to 100 double-sleeved cards, this special Soft Crate comes with a card divider, an innovative token box, and a pair of Slide Card Cases for your Twin Suns leaders. It'll hold everything you need in one single deck box!

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Of course, if you'd like to transport your deck with a bit more style, there will also be a new line of premium Twin Suns Deck Pods! Just like the Twin Suns Soft Crates, the Deck Pods are optimized for the ultimate Twin Suns experience, including enough space to hold up to 100 double-sleeved cards and two Slide Card Cases for your leaders. In addition to boasting all the features of the regular Deck Pods you all know and love, each Twin Suns Deck Pod also comes with a special surprise: an alternate-art, Hyperspace Foil promo card you can't get anywhere else! These cards were created specifically for the Twin Suns Deck Pods, and there are six of them to collect. Each promo card is exclusively packed with a specific color of Twin Suns Deck Pod, which means you'll always know exactly what you're getting out of the box.

 

Written by John Leo, Joe O'Neil, and Peter Schumacher

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