Unkie Sam and Friends – What I’m Playin’ 22

I try to be competitive on ‘What I’m Playin,” but I like decks that are fun to play first and foremost.

So when we took a turn to janktown with Unkie Sam and his friends…I was honestly surprised that this deck is very competitive too.

This one is expensive (check out the substitutions below). I have heard you out there in Feedbackland about playing some more affordable decks and I have a plan over the next few weeks, but first, let’s visit with Unkie Sam.

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KARDS Version

This was constructed and recorded on the 0.9.14 build of KARDS – Card text/cost/rarity may have changed since publication.

Deck List

KARDSPodcast Deck Speed-o-meter (*Patent Pending)

  • Full-on Aggressive
  • Frontline Favoring Aggressive
  • Midrange
  • Frontline Favoring Control
  • Full-on Control
  • Tempo
  • Combo
  • Ramp
  • ???

Major Power (Cards)/Ally (Cards) – USA (29)/Germany (11)

Orders/Units/Countermeasures –

  • 0 Kredits – HQ (Cherbourg)
  • 1 Kredits – 0
  • 2 Kredits – 12
  • 3 Kredits – 0
  • 4 Kredits – 13
  • 5 Kredits – 3
  • 6 Kredits – 6
  • 7 Kredits+ – 5

Standard, Limited, Special, Elite


  • The War Machine x4
  • Air Defense x1
  • Gunship Mission x4
  • Death From Above x3
  • Uncle Sam x4
  • Torpedo Attack x1
  • P-40 N-5 x1
  • B-26 Marauder x1
  • Mobilization x2
  • 101st Airborne x1
  • We Can Do It! x3
  • TBF-1 Avenger x1
  • B-17 Flying Fortress x2


  • Sudden Strike x3
  • Tactical Strike x3
  • Panzer IV F2 x3
  • Tiger I-H x1
  • Leopold x1

Card Gallery


Opening Hand

This is just such a fun deck to play.

There are five cards that make up an ideal opener (combinations are fine): The War Machine, Air Defense, Gunship Mission, and Sudden Strike. Everything else goes back in the deck.

Tactical Strikes and Death From Above aren’t the best to start, but they aren’t the worst either.

Turns 1-6

Almost all games have a decision on Turn 2: Remove or Ramp. The numbers in this deck, as a whole, tend to favor removal on Turn 2, but if the opponent isn’t uber-aggressive (Burn or Blitzkrieg) then the ramp is usually the way to go. This lets you skip over Turn 3 and go straight into the fun stuff on Turn 4 and up.

Here is where we have to talk about ole Unkie Sam. There are few and expensive units in this deck on purpose. Those units all have deployment abilities too to make up for the tempo loss that we suffer from doing nothing to the battlefield when playing Unkie Sam.

Don’t feel as if you have to fire off Unkie Sam right away on Turn 4. I suggest to not play Unkie Sam by himself unless you can get away with it. Instead, Unkie Sam plus a unit or removal is the way to go.

Also, keep in mind what you have in your hand when you do ask Unkie Sam for help. The ranking of units that I like to copy (in order) is:

  • Panzer IV F2 (A Sudden Strike on a 5/5 tank)
  • 101st Airborne (A Gunship Mission on an ambush-blitz 4/3)
  • B-17 Flying Fortress (The big fella always, always eats, but more expensive to bring to dinner now.)
  • TBF-1 Avenger (Narrower B-17)
  • P-40-N-5 (Messes with the opponent a lot more than most think and is solid 4 drop)
  • Leopold (Get out of jail free card, but expensive)
  • Tiger I-H (Beefcake)
  • B-26 Marauder (Mostly in here because it fits so perfectly on the curve)

Turns 6-12+

Before the fun kicks into overdrive keep an eye out for opportunities to use Gunship Missions and We Can Do It. Those are our anti-burn orders so use them wisely. The War Machine and We Can Do It are also both good discard protection so don’t just fire them off without thinking about it first.

Dropping Panzer after Panzer, B-17 after B-17, or the ultimate dream of Leopold after Leopold is just absurd.

Even if you haven’t copied anything in your hand the units hitting the battlefield one after another are so strong that playing up the curve naturally tends to work too.

Video Replays

Standard/Limited Only

This deck is so fun to play and it is fun to play because of all of the specials and elites. However, it can probably get more consistent if some pieces are downgraded.

Take Out — Put In

Torpedo Attack x1, TBF-1 Avenger x1, P-40 N-5 x1, B-26 Marauder x1 — F4F Wildcat x4 – The Wildcat is good at defending the HQ, acts as a pseudo-removal order since it must be attacked, plus, a parade of F4Fs is fine if each is copied by Unkie Sam.

B-17 Flying Fortress x2, 101st Airborne x1 — B-25 Mitchell x3 – We have pointed it out before, but the B-25 is a little brother to the B-17. This does introduce some different randomness into the deck, but rolling out a bunch of B-25s is just as dangerous as the Elite cards, most of the time.

Mobilization x2 — War Bonds x2 – While drawing three cards right away is powerful, getting a two-kredit boost and drawing two cards next turn is solid still since we are trying to race up to 12 kredits as quickly as possible.

Tiger I-H x1, Leopold x1 — Nebelwerfer 42 x2 – These two are probably the weakest substitutes, but the small rocket launcher comes with a tiny removal order attached to it, so, if Unkie Sam copies it then there is still a lot of value there.


Since about a quarter of this deck is special or elite, I don’t think we need to upgrade too much.

Thank You

That is going to do it this week, if you have questions or feedback feel free to send them to kardspodcast@gmail.com, reach out on Twitter @KARDSPodcast, or hit me up on the Discord channel.

If you like our content please consider supporting us on Patreon.

One thought on “Unkie Sam and Friends – What I’m Playin’ 22

  1. don’t you think that uncle sam is a little bit “out of tempo” for being really good, i mean it’s a good card, that’s sure! but IMAO the actual meta is sooooo wild now, it’s difficult to find the good moment for doing something with uncle.
    i tried your lists, i build some decks for testing it (commando first cause i was verry enjoy of the synergy 😀 ) but at the end i think that so hard for an uncle build now, for competitive play i mean….


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