# Star Wars: Unlimited — card catalog 2189 cards. Line format: Name [id] | type | stats | rules text Source: submodules/star-wars-unlimited/packages/cards/src/cards/index.ts --- "Staccato Lightning" Repeater [staccato-lightning-repeater] | upgrade | set LAW #187, aggression/heroism, cost 3, item/weapon | Attach to a non-Vehicle unit. When Played: Deal 1 damage to each of up to 3 different ground units. 0-0-0, Translation and Torture [000#translation-and-torture] | unit | set LAW #174, aggression/villainy, cost 3, power 4, HP 4, underworld/droid | On Attack: You may put a Aggression card from your discard pile on the bottom of your deck. If you do, deal 1 damage to each enemy base. 2-1B Surgical Droid [21b-surgical-droid] | unit | set SOR #59, vigilance, cost 1, power 1, HP 3, droid | On Attack: You may heal 2 damage from another unit. 332nd Stalwart [332nd-stalwart] | unit | set TWI #240, heroism, cost 1, power 1, HP 2, republic/clone/trooper | Coordinate — This unit gets +1/+1. (Gain this ability while you control 3 or more units.) 4-LOM, Bounty Hunter for Hire [4lom#bounty-hunter-for-hire] | unit | set SHD #188, cunning/villainy, cost 4, power 4, HP 4, underworld/droid/bounty hunter | Ambush (When you play this unit, it may ready and attack an enemy unit.) Each friendly unit named Zuckuss gets +1/+1 and gains Ambush. 4-LOM, Devious [4lom#devious] | unit | set LAW #65, command/cunning/villainy, cost 5, power 4, HP 5, underworld/droid/bounty hunter | When Played: You may attack with a friendly Bounty Hunter unit, even if it's exhausted. It can't attack bases for this attack. 41st Elite Corps [41st-elite-corps] | unit | set TWI #45, vigilance/heroism, cost 3, power 3, HP 3, republic/clone/trooper | Coordinate — This unit gets +0/+3. (Gain this ability while you control 3 or more units.) 501st Liberator [501st-liberator] | unit | set TWI #109, command, cost 3, power 3, HP 3, republic/clone/trooper | When Played: If you control another Republic unit, you may heal 3 damage from a base. 501st Veteran [501st-veteran] | unit | set TS26 #20, vigilance/aggression, cost 2, power 0, HP 4, republic/clone/trooper | Grit Raid 1 While this unit is undamaged it gains Sentinel. 8D8, Daimyo's Majordomo [8d8#daimyos-majordomo] | unit | set ASH #118, command, cost 2, power 1, HP 4, underworld/droid | Hidden Action [Exhaust]: Deal 1 damage to another friendly unit. If you do, search the top 5 cards of your deck for a unit, reveal it, and draw it. 97th Legion, Keeping the Peace on Sullust [97th-legion#keeping-the-peace-on-sullust] | unit | set SOR #118, command, cost 7, power 0, HP 0, imperial/trooper | This unit gets +1/+1 for each resource you control. A Fine Addition [a-fine-addition] | event | set TWI #40, vigilance/villainy, cost 0, supply | If an enemy unit was defeated this phase, play an upgrade from your hand or from any player's discard pile, ignoring its aspect penalty. A New Adventure [a-new-adventure] | event | set SHD #207, cunning/cunning, cost 2, gambit | Return a non-leader unit that costs 6 or less to its owner's hand. Then, its owner may play it for free. A New Order [a-new-order] | event | set ASH #264, cost 1, plan | Give an Advantage token to each of up to 2 units. A Precarious Predicament [a-precarious-predicament] | event | set LOF #222, cunning, cost 2, trick | Return an enemy non-leader unit to its owner's hand unless its controller says, “It could be worse.” If they do, you may play a card named It's Worse from your hand or resources for free. A-Wing [awing] | unit | set SEC #213, cunning, cost 1, power 1, HP 2, vehicle/fighter | Raid 1 (This unit gets +1/+0 while attacking.) AAT Incinerator [aat-incinerator] | unit | set SEC #169, aggression, cost 5, power 3, HP 6, imperial/vehicle/tank | When Played: Deal 1 damage to each of up to 4 other ground units. If no friendly units were damaged by this ability, deal 2 damage to your base. Aayla Secura, Master of the Blade [aayla-secura#master-of-the-blade] | unit | set TWI #96, command/heroism, cost 5, power 6, HP 5, force/jedi/republic/twi'lek | Coordinate — On Attack: Prevent all combat damage that would be dealt to this unit for this attack. Abandoned the Order [abandoned-the-order] | upgrade | set TS26 #37, cunning/vigilance, cost 4, learned | Attached unit loses the Jedi trait and gains Restore 1. When Played: You may return a non-leader unit to its owner's hand. Academy Defense Walker [academy-defense-walker] | unit | set SOR #37, villainy/vigilance, cost 6, power 5, HP 5, imperial/vehicle/walker | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) When Played: Give an Experience token to each friendly damaged unit. Academy Disciplinarian [academy-disciplinarian] | unit | set SEC #165, aggression, cost 3, power 3, HP 4, imperial/official | When Played: You may deal 1 damage to a friendly unit with 2 or less power and ready it. Academy Graduate [academy-graduate] | unit | set JTL #58, vigilance, cost 2, power 1, HP 2, imperial/pilot | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) Academy Training [academy-training] | upgrade | set SOR #120, command, cost 2, learned Accelerate Our Plans [accelerate-our-plans] | event | set SEC #228, cunning, cost 1, plan | Exhaust a friendly unit. If you do, attack with another unit. It gets +3/+0 for this attack. Acclamator Assault Ship [acclamator-assault-ship] | unit | set LOF #106, command/command, cost 7, power 5, HP 8, republic/vehicle/capital ship | On Attack: You may give another unit +5/+5 for this phase. Acolyte of the Beyond [acolyte-of-the-beyond] | unit | set LOF #129, aggression/villainy, cost 2, power 2, HP 3, sith | On Attack/When Defeated: The Force is with you (create your Force token). Adelphi Patrol Wing [adelphi-patrol-wing] | unit | set SHD #101, command/heroism, cost 5, power 4, HP 6, new republic/vehicle/fighter | When Played: You may attack with a unit. If you have the initiative, it gets +2/+0 for this attack. Adept ARC-170 [adept-arc170] | unit | set JTL #114, command, cost 4, power 3, HP 4, republic/vehicle/fighter | Restore 2 (When this unit attacks, heal 2 damage from your base.) Adept of Anger [adept-of-anger] | unit | set LOF #178, cunning/villainy, cost 1, power 1, HP 3, force/fringe | Action [Exhaust, use the Force (lose your Force token)]: Exhaust a unit. Adi Gallia, Stern and Focused [adi-gallia#stern-and-focused] | unit | set LOF #142, aggression/heroism, cost 2, power 2, HP 4, force/jedi/republic | When an opponent plays an event: Deal 1 damage to that player's base. Administrator's Tower [administrators-tower] | base | set SOR #29, cunning, HP 30 Admiral Ackbar, Assume Attack Coordinates [admiral-ackbar#assume-attack-coordinates] | unit | set ASH #110, command/heroism, cost 5, power 6, HP 6, rebel/official | When Played: You may defeat this unit. If you do, search the top 10 cards of your deck for any number of space units with combined cost 5 or less and play each of them for free. Admiral Ackbar, Brilliant Strategist [admiral-ackbar#brilliant-strategist] | unit | set SOR #97, command/heroism, cost 3, power 1, HP 4, rebel/official | Restore 1 (When this unit attacks, heal 1 damage from your base.) When Played: You may deal damage to a unit equal to the number of units you control in its arena. Admiral Ackbar, It's A Trap! [admiral-ackbar#its-a-trap] | leader | set JTL #16, cunning/heroism, cost 6, power 3, HP 8, rebel/official | Leader: Action [1 resource, Exhaust]: Exhaust a non-leader unit. If you do, its controller creates an X-Wing token. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: On Attack: You may exhaust a unit. If you do, its controller creates an X-Wing token. Admiral Holdo, We're Not Alone [admiral-holdo#were-not-alone] | leader | set JTL #7, command/heroism, cost 6, power 3, HP 8, resistance/official | Leader: Action [1 resource, Exhaust]: Give a Resistance unit or a unit with a Resistance upgrade on it +2/+2 for this phase. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: On Attack: You may give another Resistance unit or a unit with a Resistance upgrade on it +2/+2 for this phase. Admiral Motti, Brazen and Scornful [admiral-motti#brazen-and-scornful] | unit | set SOR #226, villainy, cost 2, power 1, HP 1, imperial/official | When Defeated: You may ready a [Villainy] unit. Admiral Motti, Chain of Command [admiral-motti#chain-of-command] | unit | set LAW #139, command/villainy, cost 5, power 4, HP 5, imperial/official | Friendly leader units get +2/+2. Admiral Ozzel, As Clumsy as He Is Stupid [admiral-ozzel#as-clumsy-as-he-is-stupid] | unit | set IBH #82, aggression/villainy, cost 3, power 3, HP 1, imperial/official | When Defeated: Each opponent discards a card from their hand. Admiral Ozzel, Overconfident [admiral-ozzel#overconfident] | unit | set SOR #129, aggression/villainy, cost 2, power 2, HP 3, imperial/official | Action [exhaust]: Play an Imperial unit from your hand (paying its cost). It enters play ready. Each opponent may ready a unit. Admiral Piett, Captain of the Executor [admiral-piett#captain-of-the-executor] | unit | set SOR #79, command/villainy, cost 2, power 1, HP 4, imperial/official | Each friendly non-leader unit that costs 6 or more gains Ambush. (After you play that unit, it may ready and attack an enemy unit.) Admiral Piett, Commanding the Armada [admiral-piett#commanding-the-armada] | leader | set JTL #5, command/villainy, cost 5, power 2, HP 7, imperial/official | Leader: Action [Exhaust]: Play a Capital Ship unit from your hand. It costs 1 resource less. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: Each Capital Ship unit you play costs 2 resources less. Admiral Piett, In Command Now [admiral-piett#in-command-now] | unit | set IBH #60, vigilance/villainy, cost 4, power 2, HP 5, imperial/official | On Attack: If you control a Aggression unit, draw a card. Admiral Trench, Chk-chk-chk-chk [admiral-trench#chkchkchkchk] | leader | set JTL #14, cunning/villainy, cost 6, power 4, HP 5, separatist/official | Leader: Action [Exhaust]: Discard a card that costs 3 or more from your hand. If you do, draw a card. Epic Action: Action [3 resources, Exhaust]: If you control 6 or more resources, deploy this leader. Deployed: When Deployed: Reveal the top 4 cards of your deck. An opponent discards 2 of them. Draw 1 of the remaining cards and discard the other. Admiral Trench, Holding the Line [admiral-trench#holding-the-line] | unit | set TWI #86, command/villainy, cost 7, power 5, HP 5, separatist/official | Exploit 1 When Played: Return up to 3 units that were defeated this phase from your discard pile to your hand. Admiral Yularen, Advising Caution [admiral-yularen#advising-caution] | unit | set TWI #92, command/heroism, cost 3, power 2, HP 5, republic/official | Restore 1 Each other friendly Heroism unit gets +0/+1. Admiral Yularen, Fleet Coordinator [admiral-yularen#fleet-coordinator] | unit | set JTL #47, vigilance/heroism, cost 3, power 1, HP 5, republic/official | When Played: Choose Grit, Restore 1, Sentinel, or Shielded. While this unit is in play, each friendly Vehicle unit gains the chosen keyword. Advanced Recon Commando [advanced-recon-commando] | unit | set TWI #93, command/heroism, cost 3, power 4, HP 3, republic/clone/trooper | Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) Advantage [advantage] | upgrade | set ASH, cost 0, innate | When attached unit's attack or defense ends: Defeat this upgrade. Adventurer Sniper Rifle [adventurer-sniper-rifle] | upgrade | set LAW #126, vigilance, cost 2, item/weapon | Attach to a non-Vehicle unit. Attached unit gains: “Action [Exhaust]: Choose an undamaged non-leader ground unit. Its printed HP is considered to be 1 for this phase.” Aerie, Cloud-Rider Dropship [aerie#cloudrider-dropship] | unit | set LAW #184, aggression/heroism, cost 6, power 3, HP 7, underworld/vehicle/transport | On Attack: Deal 2 damage to an enemy ground unit and 2 damage to a base. Agent Kallus, Reconsider Your Allegiance [agent-kallus#reconsider-your-allegiance] | leader | set LAW #3, vigilance/villainy, cost 5, power 3, HP 6, imperial/trooper | Leader: Action [1 resource, Exhaust]: Play a card from your hand, ignoring its aspect penalties. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: Action [1 resource]: Play a card from your hand, ignoring its aspect penalties. When you play a Heroism card: Heal 2 damage from your base. Agent Kallus, Seeking the Rebels [agent-kallus#seeking-the-rebels] | unit | set SOR #115, command, cost 5, power 4, HP 4, imperial/trooper | Ambush (After you play this unit, he may ready and attack an enemy unit.) When another unique unit is defeated: You may draw a card. Use this ability only once each round. Aggression [aggression] | event | set SOR #155, aggression/aggression, cost 4, innate | Choose two, in any order: Draw a card. Defeat up to 2 upgrades. Ready a unit with 3 or less power. Deal 4 damage to a unit. Aggressive Negotiations [aggressive-negotiations] | event | set SEC #179, aggression, cost 3, tactic | Attack with a unit. For this attack, it gets +1/+0 for each card in your hand. Aggrieved Parliamentarian [aggrieved-parliamentarian] | unit | set TWI #252, cost 2, power 2, HP 2, separatist/official | When Played: Choose an opponent. They shuffle their discard pile and put it on the bottom of their deck. Ahsoka Tano, Always Ready For Trouble [ahsoka-tano#always-ready-for-trouble] | unit | set TWI #194, cunning/heroism, cost 3, power 3, HP 4, force/jedi/republic | While you control fewer units than an opponent (including this unit), this unit gains Ambush. Action [2 resources]: Return this unit and each upgrade on her to their owners' hands. Ahsoka Tano, Chasing Whispers [ahsoka-tano#chasing-whispers] | unit | set JTL #201, cunning/heroism, cost 4, power 3, HP 5, fringe/force | When Played: An opponent discards a card from their hand. If it's a unit, you may exhaust a unit. Ahsoka Tano, Fighting For Peace [ahsoka-tano#fighting-for-peace] | leader | set LOF #3, vigilance/heroism, cost 6, power 5, HP 6, force/fringe | Leader: Action [Exhaust, use the Force (lose your Force token)]: Give a friendly unit Sentinel for this phase. (Enemy units in its arena must attack a sentinel when they attack you.) Epic Action: If you control 6 or more resources, deploy this leader. Deployed: On Attack: You may give a friendly unit Sentinel for this phase. Ahsoka Tano, I Have an Idea [ahsoka-tano#i-have-an-idea] | leader | set TS26 #8, cunning/heroism, cost 5, power 3, HP 6, force | Leader: When you play an event: You may exhaust this leader. If you do, look at the top card of your deck. You may play it (paying its cost), discard it, or leave it on top of your deck. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: Raid 1 (This unit gets +1/+0 while attacking.) When Attack Ends: Look at the top card of your deck. You may play it, discard it, or leave it on top of your deck. If you play it, it costs 1 resource less. Ahsoka Tano, I Learned It from You [ahsoka-tano#i-learned-it-from-you] | unit | set SEC #96, command/heroism, cost 3, power 2, HP 5, force/jedi/republic | When this unit completes an attack (and survives): You may disclose CommandHeroism. If you do, attack with another unit. Ahsoka Tano, Snips [ahsoka-tano#snips] | leader | set TWI #11, aggression/heroism, cost 5, power 3, HP 6, force/jedi/republic | Leader: Coordinate — Action [Exhaust]: Attack with a unit. It gets +1/+0 for this attack. (Gain this ability while you control 3 or more units.) Epic Action: If you control 5 or more resources, deploy this leader. (Flip her, ready her, and move her to the ground arena.) Deployed: Coordinate — This unit gets +2/+0. Ahsoka Tano, Trust in the Force [ahsoka-tano#trust-in-the-force] | leader | set ASH #9, command/heroism, cost 6, power 5, HP 6, force/jedi | Leader: Action [Exhaust]: Choose a unit with less power than a friendly unit. It gets +2/+0 for this phase. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: Support (When you deploy this leader, you may attack with another unit. It gains this unit's other abilities for this attack.) On Attack: You may give a unit with less power than this unit +2/+0 for this phase. Ahsoka's Lightsabers, Don't Hurt Them [ahsokas-lightsabers#dont-hurt-them] | upgrade | set TS26 #35, cunning/vigilance/heroism, cost 4, item/weapon/lightsaber | Attach to a non-Vehicle unit. Attached unit gains: “On Attack/When Defeated: You may give a Shield token to an enemy unit. If you do, the next event you play this phase costs 2 resources less.” Ahsoka's Padawan Lightsaber [ahsokas-padawan-lightsaber] | upgrade | set TWI #248, heroism, cost 1, item/weapon/lightsaber | Attach to a non-Vehicle unit. When Played: If attached unit is Ahsoka Tano, you may attack with a unit. Aid from the Innocent [aid-from-the-innocent] | event | set TWI #201, cunning/heroism, cost 5, gambit | Search the top 10 cards of your deck for 2 Heroism non-unit cards and discard them. (Put the other cards on the bottom of your deck in a random order.) For this phase, you may play the discarded cards, and they each cost 2 resources less. Air Superiority [air-superiority] | event | set JTL #125, command, cost 2, tactic | If you control more space units than an opponent, deal 4 damage to a ground unit that opponent controls. Alamite Hunter [alamite-hunter] | unit | set ASH #164, aggression, cost 1, power 1, HP 4, fringe | Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) Alderaanian Envoys [alderaanian-envoys] | unit | set SEC #66, vigilance, cost 6, power 3, HP 7, republic/official | Restore 3 (When this unit attacks, heal 3 damage from your base.) Aldhani Garrison [aldhani-garrison] | base | set LAW #22, command, HP 27 | Epic Action: Play a card from your hand, ignoring 1 of its Vigilance, Command, Aggression, or Cunning aspect penalties. Alexsandr Kallus, With New Purpose [alexsandr-kallus#with-new-purpose] | unit | set SEC #155, aggression/heroism, cost 7, power 6, HP 6, rebel/spectre | While you have the initiative, each other friendly (unique) unit gains Raid 2. When Played: Deal 2 damage to each of up to 3 ground units. Alkenzi Patroller [alkenzi-patroller] | unit | set LAW #114, vigilance, cost 2, power 2, HP 1, imperial/vehicle/fighter | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) All Wings Report In [all-wings-report-in] | event | set JTL #122, command, cost 1, plan | Exhaust up to 2 friendly space units. For each unit exhausted this way, create an X-Wing token. Allegiant General Pryde, Ruthless and Loyal [allegiant-general-pryde#ruthless-and-loyal] | unit | set JTL #133, aggression/villainy, cost 2, power 2, HP 3, first order/official | When indirect damage is dealt to a unit: You may defeat a non-unique upgrade on it. On Attack: If you have the initiative, deal 2 indirect damage to a player. Alliance Dispatcher [alliance-dispatcher] | unit | set SOR #93, heroism/command, cost 1, power 1, HP 2, rebel | Action [exhaust]: Play a unit from your hand. It costs [1 resource] less. Alliance Outpost [alliance-outpost] | base | set LAW #19, vigilance, HP 26 | Epic Action [defeat a friendly token]: Give an Experience or Shield token to a unit, or create a Credit token. Alliance X-Wing [alliance-xwing] | unit | set SOR #237, heroism, cost 2, power 2, HP 3, rebel/vehicle/fighter Alphabet Squadron U-Wing, Quiet Devotion [alphabet-squadron-uwing#quiet-devotion] | unit | set ASH #159, aggression/heroism, cost 5, power 5, HP 6, rebel/vehicle/transport | Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) When the regroup phase starts: Give an Advantage token to a unit. Altering the Deal [altering-the-deal] | event | set SHD #243, villainy, cost 1, trick | Discard a captured card guarded by a friendly unit. Always Two [always-two] | event | set LOF #42, vigilance/villainy, cost 4, sith | Choose 2 friendly Sith units. If you do, give 2 Shield tokens and 2 Experience tokens to each chosen unit. Defeat all other friendly units. Ambition's Reward [ambitions-reward] | upgrade | set SEC #175, aggression, cost 2, law | When Played: Create a Spy token. Amnesty Housing [amnesty-housing] | base | set SEC #25, cunning, HP 30 Amnesty Officer [amnesty-officer] | unit | set ASH #214, cunning, cost 2, power 2, HP 2, new republic/official | When Played: You may exhaust a unit with one or more keywords. Anakin Skywalker, Champion of Mortis [anakin-skywalker#champion-of-mortis] | unit | set LOF #70, vigilance, cost 6, power 5, HP 7, force/jedi/republic | When Played: If there is a Heroism card in your discard pile, you may give a unit –3/–3 for this phase. When Played: If there is a Villainy card in your discard pile, you may give a unit –3/–3 for this phase. Anakin Skywalker, Force Prodigy [anakin-skywalker#force-prodigy] | unit | set LOF #190, cunning/heroism, cost 1, power 1, HP 1, force/fringe | Hidden (This unit can't be attacked if it was played this phase.) Shielded (When you play this unit, give a Shield token to him.) Anakin Skywalker, I'll Try Spinning [anakin-skywalker#ill-try-spinning] | unit | set JTL #197, cunning/heroism, cost 2, power 2, HP 3, force/fringe/pilot Anakin Skywalker, Maverick Mentor [anakin-skywalker#maverick-mentor] | unit | set TWI #147, aggression/heroism, cost 5, power 6, HP 6, force/jedi/republic | Coordinate — On Attack: Draw a card. (Gain this ability while you control 3 or more units.) Anakin Skywalker, Prescient Podracer [anakin-skywalker#prescient-podracer] | unit | set LAW #88, cunning/vigilance/heroism, cost 2, power 2, HP 4, force | When a friendly unit's attack ends: If no other units have attacked this phase, you may return it to its owner's hand. If you do, heal 2 damage from your base. Anakin Skywalker, Protect Her At All Costs [anakin-skywalker#protect-her-at-all-costs] | leader | set TS26 #2, vigilance/heroism, cost 5, power 4, HP 5, force/jedi/republic | Leader: Action [Exhaust]: If 2 or more friendly units entered play this phase (including tokens and leaders), give a Shield token to 1 of them. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) On Attack: Give a Shield token to another friendly unit that entered play this phase. Anakin Skywalker, Secret Husband [anakin-skywalker#secret-husband] | unit | set SEC #201, cunning/heroism, cost 3, power 3, HP 4, force/jedi/republic | Hidden (This unit can't be attacked if he was played this phase.) While you control Padmé Amidala (as a leader or unit), this unit gains Raid 2. Anakin Skywalker, Tempted by the Dark Side [anakin-skywalker#tempted-by-the-dark-side] | leader | set LOF #18, heroism, cost 5, power 4, HP 6, force/jedi/republic | Leader: Action [Exhaust, use the Force (lose your Force token)]: Play a Villainy non-unit card from your hand, ignoring its aspect penalties. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: Action [use the Force]: Play a Villainy non-unit card from your hand, ignoring its aspect penalties. Anakin Skywalker, What it Takes to Win [anakin-skywalker#what-it-takes-to-win] | leader | set TWI #12, aggression/heroism, cost 6, power 4, HP 7, force/jedi/republic | Leader: Action [Exhaust, deal 2 damage to your base]: Attack with a unit. If it's attacking a unit, it gets +2/+0 for this attack. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: Overwhelm (When attacking an enemy unit, deal excess damage to the opponent’s base.) This unit gets +1/+0 for every 5 damage on your base. Anakin Skywalker, You Were Right About Me [anakin-skywalker#you-were-right-about-me] | unit | set ASH #255, heroism, cost 5, power 6, HP 4, force/jedi | Hidden Saboteur When Played: Give a Shield token to another friendly unit. Anakin's Interceptor, Where the Fun Begins [anakins-interceptor#where-the-fun-begins] | unit | set TWI #142, aggression/heroism, cost 2, power 2, HP 3, jedi/republic/vehicle/fighter | While your base has 15 or more damage on it, this unit gets +2/+0. Anakin's Podracer, So Wizard! [anakins-podracer#so-wizard] | unit | set LAW #219, cunning/heroism, cost 3, power 3, HP 2, vehicle/speeder | Ambush While attacking, if no other units have attacked this phase, this unit deals combat damage before the defending unit. Ancient Henge [ancient-henge] | base | set ASH #23, aggression, HP 30 Ando Commission [ando-commission] | unit | set SEC #262, cost 4, power 4, HP 3, separatist/official | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) Annihilator, Tagge's Flagship [annihilator#tagges-flagship] | unit | set JTL #41, vigilance/villainy, cost 11, power 12, HP 12, imperial/vehicle/capital ship | When Played/When Defeated: You may defeat an enemy unit. If you do, search its controller's deck and hand for each card with that unit's name and discard them. (They shuffle their deck.) Ant Droid [ant-droid] | unit | set ASH #116, command, cost 1, power 1, HP 2, droid | When Defeated: Draw a card. Apology Accepted [apology-accepted] | event | set JTL #91, command/villainy, cost 1, tactic | Defeat a friendly unit. You may give 2 Experience tokens to a unit. Arcana Star Map, Path to Peridea [arcana-star-map#path-to-peridea] | upgrade | set ASH #84, vigilance, cost 1, item | Attached unit gains: “If you would search a number of cards from your deck, search twice that number of cards instead.” Ardent Sympathizer [ardent-sympathizer] | unit | set SOR #161, aggression, cost 3, power 3, HP 3, trooper | While you have the initiative, this unit gets +2/+0. Arena Reek, Lumbering Beast [arena-reek#lumbering-beast] | unit | set TS26 #44, vigilance, cost 4, power 4, HP 5, creature | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) Arihnda Pryce, On the Road to Power [arihnda-pryce#on-the-road-to-power] | unit | set SEC #136, aggression/villainy, cost 4, power 4, HP 4, imperial | When Defeated: You may defeat another friendly unit. If you do, deal 4 damage to each enemy base. Armed to the Teeth [armed-to-the-teeth] | upgrade | set SHD #175, aggression, cost 2, supply/weapon | Attached unit gains: “On Attack: Give another friendly unit +2/+0 for this phase.” Smuggle [4 resources Aggression] (If this card is a resource, you may play it for its smuggle cost. Replace it with the top card of your deck.) Armor of Fortune [armor-of-fortune] | upgrade | set SEC #70, vigilance, cost 2, item/armor | Plot (When you deploy a leader, you may play this card from your resources, paying its cost. Replace it with the top card of your deck.) Armored Saber Tank [armored-saber-tank] | unit | set TWI #245, heroism, cost 6, power 5, HP 5, republic/vehicle/tank | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) Arms Deal [arms-deal] | event | set TS26 #68, aggression, cost 2, supply | You and an opponent each draw 2 cards. Army of the Dead [army-of-the-dead] | unit | set LOF #236, villainy, cost 6, power 7, HP 6, night/undead Arquitens Assault Cruiser [arquitens-assault-cruiser] | unit | set SHD #122, command, cost 8, power 7, HP 8, vehicle/capital ship | Ambush When this unit attacks and defeats a non-leader unit: Put the defeated unit into play as a resource under your control. Arrest [arrest] | event | set SEC #195, cunning/villainy, cost 2, law | Your base captures an enemy non-leader unit. At the start of the regroup phase, its owner rescues it. Artful Pickpocket [artful-pickpocket] | unit | set LAW #218, cunning/heroism, cost 2, power 3, HP 2, underworld | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) Arvel Skeen, Win and Walk Away [arvel-skeen#win-and-walk-away] | unit | set LAW #191, aggression, cost 3, power 4, HP 3, rebel | When Played/On Attack: You may defeat a Credit token (belonging to any player). If you do, deal 1 damage to a unit or base. As I Have Foreseen [as-i-have-foreseen] | event | set LOF #188, cunning/villainy, cost 1, force | Look at the top card of your deck. You may use the Force (lose your Force token). If you do, play that card. It costs 4 resources less. Asajj Ventress, Ambitious Apprentice [asajj-ventress#ambitious-apprentice] | leader | set TS26 #7, cunning/villainy, cost 5, power 3, HP 5, force/separatist/sith | Leader: Action [Exhaust]: Attack with a token unit. It gets +1/+0 for this attack. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: Hidden (This unit can't be attacked if she was deployed this phase.) While you've attacked with a token unit this phase, this unit gets +2/+0. Asajj Ventress, Count Dooku's Assassin [asajj-ventress#count-dookus-assassin] | unit | set TWI #134, aggression/villainy, cost 4, power 2, HP 4, force/separatist/sith | Exploit 2 (While playing this card, defeat up to 2 units you control. This card costs 2 resources less for each unit defeated this way.) On Attack: If you've attacked with another Separatist unit this phase, this unit gets +3/+0 for this phase. Asajj Ventress, Harden Your Heart [asajj-ventress#harden-your-heart] | unit | set LOF #165, aggression, cost 5, power 5, HP 6, force/night/bounty hunter | When Played/On Attack: Give another friendly Force unit +2/+0 for this phase. Asajj Ventress, I Work Alone [asajj-ventress#i-work-alone] | leader | set JTL #1, vigilance/villainy, cost 6, power 4, HP 6, force/night/bounty hunter/pilot | Leader: Action [Exhaust]: Deal 1 damage to a friendly unit. If you do, deal 1 damage to an enemy unit in the same arena. Epic Action: If you control 6 or more resources, choose one: Deploy this leader. Deploy this leader as an upgrade on a friendly Vehicle unit without a Pilot on it. Deployed: Grit Attached unit is a leader unit. It gains Grit and: “On Attack: You may deal 1 damage to a friendly unit. If you do, deal 1 damage to an enemy unit in the same arena.” Asajj Ventress, Reluctant Hunter [asajj-ventress#reluctant-hunter] | unit | set LAW #61, command/aggression, cost 5, power 3, HP 3, force/underworld/bounty hunter | When Played: You may ready another Bounty Hunter unit. Asajj Ventress, Unparalleled Adversary [asajj-ventress#unparalleled-adversary] | leader | set TWI #14, cunning/villainy, cost 4, power 3, HP 4, force/separatist/sith | Leader: Action [Exhaust]: Attack with a unit. If you played an event this phase, it gets +1/+0 for this attack. Epic Action: If you control 4 or more resources, deploy this leader. Deployed: On Attack: If you played an event this phase, this unit gets +1/+0 for this attack and deals combat damage before the defender. (If the defender is defeated, it deals no combat damage.) Ascension Cable [ascension-cable] | upgrade | set LOF #215, cunning, cost 2, item | Attach to a non-Vehicle unit. Attached unit gains Saboteur. (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) ASP Laborer [asp-laborer] | unit | set SEC #259, cost 2, power 1, HP 4, droid | Restore 1 (When this unit attacks, heal 1 damage from your base.) Assassin Probe [assassin-probe] | unit | set SEC #263, cost 5, power 4, HP 4, separatist/droid | When Defeated: Deal 1 damage to each exhausted enemy ground unit. Assault Lander LAAT [assault-lander-laat] | unit | set TS26 #23, command/aggression, cost 4, power 3, HP 5, republic/vehicle/transport | When Played: Create 2 Clone Trooper tokens. When the regroup phase starts: Deal 4 damage to this unit. Asteroid Sanctuary [asteroid-sanctuary] | event | set SOR #218, cunning, cost 2, trick | Exhaust an enemy unit. Give a Shield token to a friendly unit that costs 3 or less. Astromech Pilot [astromech-pilot] | unit | set JTL #57, vigilance, cost 1, power 1, HP 3, droid/pilot At Attin Safety Droid [at-attin-safety-droid] | unit | set ASH #70, vigilance, cost 2, power 1, HP 4, republic/droid | If your base would be dealt more than 4 damage, prevent all but 4 of that damage. AT-AT Suppressor [atat-suppressor] | unit | set SOR #39, villainy/vigilance, cost 8, power 8, HP 8, imperial/vehicle/walker | When Played: Exhaust all ground units. AT-DP Occupier [atdp-occupier] | unit | set JTL #163, aggression, cost 4, power 3, HP 4, imperial/vehicle/walker | This unit costs 1 resource less to play for each damaged ground unit. Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) AT-ST [atst] | unit | set SOR #232, villainy, cost 6, power 6, HP 7, imperial/vehicle/walker | Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) AT-ST Raider [atst-raider] | unit | set ASH #98, command/villainy, cost 4, power 4, HP 5, vehicle/walker | While you control another non- unit, this unit gains Ambush. (When you play this unit, it may attack an enemy unit.) AT-TE Vanguard [atte-vanguard] | unit | set TWI #247, heroism, cost 8, power 6, HP 9, republic/vehicle/walker | Restore 3 (When this unit attacks, heal 3 damage from your base.) When Defeated: Create 2 Clone Trooper tokens. Ataru Onslaught [ataru-onslaught] | event | set LOF #174, aggression, cost 2, learned | Ready a Force unit with 4 or less power. Attack From All Sides [attack-from-all-sides] | event | set LAW #207, aggression, cost 3, tactic | Deal 3 damage to a unit. If there are 4 or more different aspects among friendly units, you may deal 5 damage to that unit instead. Attack Pattern Delta [attack-pattern-delta] | event | set SOR #106, command/command, cost 3, tactic | Give a friendly unit +3/+3 for this phase. Give another friendly unit +2/+2 for this phase. Give a third friendly unit +1/+1 for this phase. Attack Run [attack-run] | event | set JTL #261, cost 1, tactic | Attack with 2 space units (one at a time). Attendant Navigator [attendant-navigator] | unit | set ASH #238, villainy, cost 2, power 2, HP 3, first order | When Played: You may give 2 Advantage tokens to a space unit. Attuned Fyrnock [attuned-fyrnock] | unit | set LOF #143, aggression/heroism, cost 2, power 4, HP 1, creature | Hidden (This unit can't be attacked if it was played this phase.) Aurra Sing, Assassin [aurra-sing#assassin] | leader | set LAW #4, vigilance/villainy, cost 7, power 3, HP 7, underworld/bounty hunter | Leader: Action [Exhaust]: Defeat a non‑leader unit with 1 or less remaining HP. Epic Action: If you control 7 or more resources, deploy this leader. Deployed: When Deployed: You may defeat a non‑leader unit with 5 or less remaining HP. Aurra Sing, Crackshot Sniper [aurra-sing#crackshot-sniper] | unit | set TWI #166, aggression, cost 7, power 7, HP 6, underworld/bounty hunter | Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) When an enemy ground unit attacks your base: Ready this unit. Aurra Sing, Patient and Deadly [aurra-sing#patient-and-deadly] | unit | set LOF #179, cunning/villainy, cost 2, power 1, HP 4, underworld/bounty hunter | Hidden (This unit can't be attacked if it was played this phase.) Raid 2 (This unit gets +2/+0 while attacking.) Auzituck Liberator Gunship [auzituck-liberator-gunship] | unit | set SOR #195, cunning/heroism, cost 4, power 3, HP 4, vehicle/fighter | Ambush (After you play this unit, it may ready and attack an enemy unit.) Avar Kriss, Marshal of Starlight [avar-kriss#marshal-of-starlight] | leader | set LOF #7, command/heroism, cost 9, power 4, HP 10, force/jedi/republic | Leader: Action [Exhaust]: The Force is with you (create your Force token). Epic Action: If the number of resources you control plus the number of times you used the Force this phase is 9 or more, deploy this leader. Deployed: While the Force is with you, this unit gets +4/+0 and gains Overwhelm. Avenger, Hunting Star Destroyer [avenger#hunting-star-destroyer] | unit | set SOR #40, villainy/vigilance, cost 9, power 8, HP 8, imperial/vehicle/capital ship | When Played/On Attack: An opponent chooses a non‑leader unit they control. Defeat that unit. Avenger, Hunting the Rebels [avenger#hunting-the-rebels] | unit | set IBH #72, vigilance/villainy, cost 8, power 8, HP 6, imperial/vehicle/capital ship | When Played: Deal 1 damage to each other unit (including friendly units). Awakened Specters [awakened-specters] | unit | set LOF #66, vigilance, cost 4, power 4, HP 5, night/undead Axe Woves, Accomplished Warrior [axe-woves#accomplished-warrior] | unit | set LOF #62, vigilance, cost 3, power 2, HP 2, mandalorian/trooper | Shielded This unit gets +1/+1 for each upgrade on him. Axe Woves, Undaunted [axe-woves#undaunted] | unit | set ASH #169, aggression, cost 3, power 2, HP 4, mandalorian | When you draw 1 or more cards (including during the regroup phase): Give an Advantage token to this unit. B-Wing Rearguard [bwing-rearguard] | unit | set ASH #78, vigilance, cost 4, power 3, HP 5, rebel/vehicle/fighter | While you control a ground unit, this unit gains Sentinel. (Enemy units in this arena must attack a Sentinel when they attack you.) B-Wing Skirmisher [bwing-skirmisher] | unit | set LAW #183, aggression/heroism, cost 4, power 4, HP 4, rebel/vehicle/fighter | When Played: Deal 1 damage to each of up to 2 space units. B1 Attack Platform [b1-attack-platform] | unit | set TWI #133, aggression/villainy, cost 3, power 5, HP 2, separatist/droid/trooper B1 Security Team [b1-security-team] | unit | set TWI #207, cunning, cost 2, power 3, HP 1, separatist/droid/trooper | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) B2 Legionnaires [b2-legionnaires] | unit | set TWI #113, command, cost 5, power 5, HP 4, separatist/droid/trooper | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) B2EMO, That's Two Lies [b2emo#thats-two-lies] | unit | set SEC #248, heroism, cost 1, power 0, HP 4, fringe/droid | Restore 1 On Attack: You may disclose HeroismHeroism (reveal cards from your hand with these aspect icons among them). If you do, give a unit Sentinel for this phase. Babu Frik, Heyyy! [babu-frik#heyyy] | unit | set LOF #206, cunning, cost 1, power 1, HP 4, underworld | Action [Exhaust]: You may attack with a friendly Droid unit. For this attack, it deals damage equal to its remaining HP instead of its power. Backed by Black Sun [backed-by-black-sun] | event | set TS26 #70, aggression, cost 3, supply | Deal 1 damage to an enemy unit. You may deal damage to a unit equal to the number of damaged enemy units. Backed by the Hutts [backed-by-the-hutts] | event | set LAW #247, cunning, cost 3, supply | Create a Credit token. You may deal damage to a unit equal to the number of friendly Credit tokens. Backed by the Pykes [backed-by-the-pykes] | event | set TS26 #58, command, cost 3, supply | Give an Experience token to a friendly unit. You may deal damage to a unit equal to the number of Experience tokens on friendly units. Bail Organa, Doing Everything He Can [bail-organa#doing-everything-he-can] | leader | set SEC #8, command/heroism, cost 4, power 3, HP 3, republic/official | Leader: Action [1 resource, Exhaust]: If a friendly unit was defeated this phase, return a friendly resource to its owner's hand. If you do, put the top card of your deck into play as a resource. Epic Action: Action [Exhaust, discard 2 cards from your hand]: If you control 4 or more resources, deploy this leader. Deployed: When you play a card from your resources: Heal 1 damage from your base. Bail Organa, Rebel Councilor [bail-organa#rebel-councilor] | unit | set SOR #94, command/heroism, cost 1, power 1, HP 2, rebel/official | Action [Exhaust]: Give an Experience token to another friendly unit. Bail Organa, Responding to Catastrophe [bail-organa#responding-to-catastrophe] | unit | set SEC #198, cunning/heroism, cost 2, power 2, HP 4, republic/official | On Attack: You may discard a card from your hand. If you do, create a Spy token. Baktoid Spider Droid [baktoid-spider-droid] | unit | set TWI #117, command, cost 8, power 5, HP 6, separatist/droid/walker | Exploit 2 (While playing this card, defeat up to 2 units you control. This card costs 2 resources less for each unit defeated this way.) Ambush (When you play this unit, it may ready and attack an enemy unit.) Bamboozle [bamboozle] | event | set SOR #199, cunning/heroism, cost 2, trick | You may discard a [Cunning] card from your hand instead of paying this event's cost. Exhaust a unit and return each upgrade on it to its owner's hand. Bank Job Fugitives [bank-job-fugitives] | unit | set LAW #262, cost 6, power 4, HP 6, underworld | When Played: Create a Credit token. Banking Clan Shuttle [banking-clan-shuttle] | unit | set LOF #181, cunning/villainy, cost 3, power 3, HP 3, separatist/vehicle/transport | Hidden (This unit can't be attacked if it was played this phase.) Banshee, Crippling Command [banshee#crippling-command] | unit | set JTL #37, vigilance/villainy, cost 5, power 4, HP 5, separatist/vehicle/fighter | On Attack: You may deal damage to a unit equal to the amount of damage on this unit. Bardottan Ornithopter [bardottan-ornithopter] | unit | set SEC #62, vigilance, cost 4, power 3, HP 4, fringe/vehicle/transport | When Played: You may disclose Vigilance (reveal a card from your hand with this aspect icon). If you do, draw a card. Barrel Roll [barrel-roll] | event | set JTL #228, cunning, cost 1, tactic | Attack with a space unit. After completing this attack, you may exhaust a space unit. Barriss Offee, It's Only a Matter of Time [barriss-offee#its-only-a-matter-of-time] | unit | set TS26 #78, cunning, cost 5, power 5, HP 6, force/jedi/republic | Hidden (This unit can't be attacked if she was played this phase.) When an enemy unit attacks: You may give an Experience token to that unit. Barriss Offee, Redeeming Herself [barriss-offee#redeeming-herself] | unit | set ASH #44, cunning/vigilance, cost 3, power 3, HP 4, force/fringe | When Played: Heal up to 2 damage from a unit. Give an Advantage token to it for each damage healed this way. Barriss Offee, Unassuming Apprentice [barriss-offee#unassuming-apprentice] | unit | set TWI #42, vigilance/heroism, cost 1, power 1, HP 1, force/jedi/republic | Each friendly unit that was healed this phase gets +1/+0. Barriss Offee, We Have Become Villains [barriss-offee#we-have-become-villains] | leader | set LOF #13, cunning/villainy, cost 6, power 4, HP 7, force/jedi/republic | Leader: Action [Exhaust, use the Force (lose your Force token)]: Play an event from your hand. It costs 1 resource less. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: Action [use the Force]: Play an event from your hand. It costs 1 resource less. Batch Brothers [batch-brothers] | unit | set TWI #144, aggression/heroism, cost 3, power 2, HP 1, republic/clone/trooper | When Played: Create a Clone Trooper token. Battered Haulcraft [battered-haulcraft] | unit | set ASH #71, vigilance, cost 2, power 2, HP 3, vehicle/transport | When Played: Deal 1 damage to this unit and 1 damage to an enemy space unit. Battle Droid [battle-droid] | token | set TWI, villainy, cost 0, power 1, HP 1, separatist/droid/trooper Battle Droid Escort [battle-droid-escort] | unit | set TWI #229, villainy, cost 3, power 1, HP 1, separatist/droid/trooper | When Played/When Defeated: Create a Battle Droid token. Battle Droid Legion [battle-droid-legion] | unit | set TWI #235, villainy, cost 9, power 6, HP 5, separatist/droid/trooper | Exploit 2 (While playing this card, defeat up to 2 units you control. This card costs 2 resources less for each unit defeated this way.) When Defeated: Create 3 Battle Droid tokens. Battle Fury [battle-fury] | upgrade | set LOF #139, aggression/villainy, cost 2, innate | Attached unit gains: “On Attack: Discard a card from your hand.” Battlefield Marine [battlefield-marine] | unit | set SOR #95, command/heroism, cost 2, power 3, HP 3, rebel/trooper Baylan Skoll, Enigmatic Master [baylan-skoll#enigmatic-master] | unit | set LOF #185, cunning/villainy, cost 5, power 5, HP 5, force/fringe | Hidden When Played: You may use the Force. If you do, return a non-leader unit that costs 4 or less to its owner's hand. Then, its owner may play it for free. Baylan Skoll, Fallen Jedi [baylan-skoll#fallen-jedi] | unit | set ASH #39, aggression/cunning/villainy, cost 6, power 6, HP 6, force | Overwhelm When Played/When Attack Ends: If an enemy base was damaged this phase, give an Advantage token to a unit. If a friendly upgrade was defeated this phase, you may exhaust a unit. Baylan Skoll, Power Beyond Dream [baylan-skoll#power-beyond-dream] | leader | set ASH #3, vigilance/villainy, cost 5, power 4, HP 6, force | Leader: Action [1 resource, Exhaust]: Give a friendly unit +2/+2 for this phase if it's the only unit you control in its arena. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: On Attack: You may give a friendly unit +2/+2 and Sentinel for this phase if it's the only non-leader unit you control in its arena. (Enemy units in its arena must attack a Sentinel when they attack you.) Baze Malbus, Good Luck [baze-malbus#good-luck] | unit | set LAW #47, vigilance/aggression/heroism, cost 7, power 6, HP 8, rebel | Sentinel When 1 or more damage is healed from this unit: You may deal that much damage to a unit. Baze Malbus, Temple Guardian [baze-malbus#temple-guardian] | unit | set SOR #65, vigilance, cost 4, power 2, HP 5, fringe | Grit (This unit gets +1/+0 for each damage on him.) While you have the initiative, this unit gains Sentinel. (Units in this arena can't attack your non-Sentinel units or your base.) Bazine Netal, Spy for the First Order [bazine-netal#spy-for-the-first-order] | unit | set SHD #184, cunning/villainy, cost 2, power 1, HP 3, underworld | When Played: Look at an opponent's hand. You may discard 1 of those cards. If you do, that player draws a card. Smuggle [4 resources Cunning Villainy] BB-8, Happy Beeps [bb8#happy-beeps] | unit | set JTL #145, aggression/heroism, cost 1, power 1, HP 4, resistance/droid/pilot BD-1, Beep Boo Boo Bweep [bd1#beep-boo-boo-bweep] | unit | set LOF #191, cunning/heroism, cost 1, power 1, HP 3, fringe/droid | Hidden (This unit can't be attacked if it was played this phase.) When Played: Choose another friendly unit. While this unit is in play, the chosen unit gets +1/+0 and gains Saboteur. Beach Patrol AT-ACT [beach-patrol-atact] | unit | set LAW #162, command, cost 8, power 8, HP 9, imperial/vehicle/walker | Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) Beguile [beguile] | event | set SEC #233, cunning, cost 3, trick | Look at an opponent's hand. Then, choose a non-leader unit that opponent controls that costs 6 or less and return it to its owner's hand. Beilert Valance, Target: Vader [beilert-valance#target-vader] | unit | set LAW #51, vigilance/aggression, cost 5, power 3, HP 6, underworld/bounty hunter | On Attack: Draw a card. You may deal damage to a ground unit equal to the number of cards you've drawn this phase. Beloved Orator [beloved-orator] | unit | set SEC #97, command/heroism, cost 3, power 2, HP 3, new republic/official | When Played: Create a Spy token. Ben Solo, Facing the Light [ben-solo#facing-the-light] | unit | set LAW #185, aggression/heroism, cost 9, power 8, HP 8, force | Hidden When Played/When Defeated: Ready another friendly unit. It can't be attacked this phase. Bendu, Do You Fear the Storm? [bendu#do-you-fear-the-storm] | unit | set LOF #170, aggression, cost 8, power 10, HP 10, force/creature | On Attack: Deal 3 damage to each other unit. Bendu, The One in the Middle [bendu#the-one-in-the-middle] | unit | set SOR #56, vigilance/vigilance, cost 6, power 4, HP 7, creature/force | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) On Attack: The next non-[Heroism], non-[Villainy] card you play this phase costs [2 resources] less. Benthic "Two Tubes", Partisan Lieutenant [benthic-two-tubes#partisan-lieutenant] | unit | set SOR #156, aggression, cost 1, power 2, HP 2, rebel/trooper | On Attack: Another friendly [Aggression] unit gains Raid 2 for this phase. (It gets +2/+0 while attacking.) Benthic "Two Tubes", The War Has Just Begun [benthic-two-tubes#the-war-has-just-begun] | unit | set LAW #57, command/aggression, cost 2, power 3, HP 2, underworld/trooper | On Attack: Deal 1 damage to an enemy ground unit. When Defeated: Deal 1 damage to a base. Betrayed Trust [betrayed-trust] | event | set LAW #130, vigilance, cost 2, trick | Choose an enemy unit. For this phase, that unit can't deal combat damage. Bib Fortuna, Die Wanna Wanga? [bib-fortuna#die-wanna-wanga] | unit | set LAW #134, command/villainy, cost 2, power 3, HP 2, underworld/twi'lek | When Played: If you control another Underworld unit, create a Credit token. Bib Fortuna, Jabba's Majordomo [bib-fortuna#jabbas-majordomo] | unit | set SOR #177, cunning/villainy, cost 2, power 1, HP 3, underworld/twi'lek | Shielded (When you play this unit, give him a Shield token.) Action [Exhaust]: Play an event from your hand. It costs [1 resource] less. Biggs Darklighter, They'll Never Stop Us [biggs-darklighter#theyll-never-stop-us] | unit | set JTL #150, aggression/heroism, cost 3, power 3, HP 4, rebel/pilot Bith Brute [bith-brute] | unit | set LAW #49, vigilance/aggression, cost 3, power 4, HP 3, underworld | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) Bix Caleen, Selling Scrap [bix-caleen#selling-scrap] | unit | set LAW #236, cunning, cost 4, power 4, HP 5, fringe | When Played/On Attack: You may discard a card from your hand. If you do, create a Credit token. Black One, Scourge of Starkiller Base [black-one#scourge-of-starkiller-base] | unit | set SOR #147, aggression/heroism, cost 6, power 4, HP 4, resistance/vehicle/fighter | When Played/When Defeated: You may discard your hand. If you do, draw 3 cards. Black One, Straight At Them [black-one#straight-at-them] | unit | set JTL #147, aggression/heroism, cost 2, power 2, HP 3, resistance/vehicle/fighter | While this unit is upgraded, it gets +1/+0. On Attack: If you control Poe Dameron (as a unit, upgrade, or leader), you may deal 1 damage to a unit. Black Squadron Scout Wing [black-squadron-scout-wing] | unit | set JTL #202, cunning/heroism, cost 5, power 4, HP 6, resistance/vehicle/fighter | When you play an upgrade on this unit: You may attack with this unit. It gets +1/+0 for this attack. Black Sun Cabalist [black-sun-cabalist] | unit | set LAW #249, villainy, cost 2, power 1, HP 3, underworld | When Played: Give an Experience token to another friendly Underworld unit. Black Sun Patroller [black-sun-patroller] | unit | set LAW #211, cunning/villainy, cost 2, power 2, HP 2, underworld/vehicle/fighter | Shielded (When you play this unit, give a Shield token to it.) Black Sun Starfighter [black-sun-starfighter] | unit | set SHD #237, villainy, cost 3, power 3, HP 2, underworld/vehicle/fighter | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) Blade of Talzin, A Gift of Shadows [blade-of-talzin#a-gift-of-shadows] | upgrade | set ASH #55, vigilance/villainy, cost 2, night/item/weapon | Attach to a non-Vehicle unit. When Defeated: If this upgrade was on a friendly Night unit, return this upgrade from your discard pile to your hand. Blade Squadron B-Wing [blade-squadron-bwing] | unit | set JTL #199, cunning/heroism, cost 3, power 3, HP 3, rebel/vehicle/fighter | When Played: If another player controls 3 or more exhausted units, give a Shield token to a unit. Blade Three, Bane of the Devastator [blade-three#bane-of-the-devastator] | unit | set ASH #204, cunning/heroism, cost 3, power 2, HP 4, rebel/vehicle/fighter | When your base is dealt damage: Give an Advantage token to this unit. Blizzard Assault AT-AT [blizzard-assault-atat] | unit | set SOR #88, command/villainy, cost 8, power 9, HP 9, imperial/vehicle/walker | When this unit attacks and defeats a unit: You may deal the excess damage from this attack to an enemy ground unit. Blizzard Force AT-ST [blizzard-force-atst] | unit | set IBH #70, vigilance/villainy, cost 5, power 5, HP 4, imperial/vehicle/walker | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) Blizzard One, Veers at the Helm [blizzard-one#veers-at-the-helm] | unit | set IBH #99, vigilance/villainy, cost 7, power 5, HP 7, imperial/vehicle/walker | When Played: You may defeat a non-leader ground unit with 3 or less remaining HP. Blockade Runner [blockade-runner] | unit | set LOF #166, aggression, cost 5, power 4, HP 4, rebel/vehicle/capital ship | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) When this unit deals combat damage to a base: You may give an Experience token to this unit. Blood Sport [blood-sport] | event | set TWI #173, aggression, cost 3, fringe | Deal 2 damage to each ground unit. Blue Ace, Colorful Racer [blue-ace#colorful-racer] | unit | set SEC #204, cunning/heroism, cost 4, power 4, HP 5, resistance/vehicle/fighter | Ambush On Attack: Ready an exhausted enemy unit. Blue Leader, Scarif Air Support [blue-leader#scarif-air-support] | unit | set JTL #96, command/heroism, cost 3, power 3, HP 3, rebel/vehicle/fighter | Ambush (When you play this unit, it may attack an enemy unit.) When Played: You may pay 2 resources. If you do, move this unit to the ground arena and give 2 Experience tokens to it. (It's a ground unit.) Blue Squadron Assault Wing [blue-squadron-assault-wing] | unit | set LOF #251, heroism, cost 5, power 5, HP 5, republic/vehicle/fighter | Raid 1 (This unit gets +1/+0 while attacking.) Blurrg [blurrg] | unit | set ASH #121, command, cost 3, power 3, HP 4, creature | Support (When you play this unit, you may attack with another unit. It gains this unit's other abilities for this attack.) Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) Bo-Katan Kryze, Alone [bokatan-kryze#alone] | unit | set SEC #51, vigilance/heroism, cost 9, power 8, HP 8, mandalorian | When Played: Give each enemy unit –3/–3 for this phase. When an enemy unit is defeated: Give an Experience token to a friendly unit. Bo-Katan Kryze, Death Watch Lieutenant [bokatan-kryze#death-watch-lieutenant] | unit | set TWI #130, aggression/villainy, cost 2, power 2, HP 3, mandalorian/trooper | While you control another Mandalorian unit, this unit gains Overwhelm and Saboteur. While you control another Trooper unit, this unit gets +1/+0. Bo-Katan Kryze, Fighting For Mandalore [bokatan-kryze#fighting-for-mandalore] | unit | set SHD #157, aggression/aggression, cost 2, power 3, HP 3, mandalorian/trooper | When Defeated: For each player with 15 or more damage on their base, draw a card. Bo-Katan Kryze, For All of Mandalore [bokatan-kryze#for-all-of-mandalore] | unit | set ASH #105, command/heroism, cost 2, power 2, HP 4, mandalorian | While you control another Mandalorian unit, this unit gains Raid 2. Bo-Katan Kryze, Princess in Exile [bokatan-kryze#princess-in-exile] | leader | set SHD #12, heroism/aggression, cost 6, power 4, HP 7, mandalorian | Leader: Action [Exhaust]: If you attacked with a Mandalorian unit this phase, deal 1 damage to a unit. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: On Attack: You may deal 1 damage to a unit. If you attacked with another Mandalorian unit this phase, you may deal 1 damage to a unit. (The same unit or a different unit.) Bo-Katan Kryze, Reclaiming Mandalore [bokatan-kryze#reclaiming-mandalore] | leader | set ASH #10, command/heroism, cost 10, power 4, HP 7, mandalorian | Leader: Action [2 resources, Exhaust]: If you control a unit in each arena, create a Mandalorian token. Epic Action: If the number of resources you control plus the number of friendly Mandalorian units is 10 or more, deploy this leader. Deployed: Other friendly Mandalorian units get +1/+0. On Attack: If you control a unit in each arena, create a Mandalorian token. Bo-Katan Kryze, The Lawless [bokatan-kryze#the-lawless] | unit | set TS26 #65, aggression, cost 2, power 1, HP 4, mandalorian/trooper | Hidden (This unit can't be attacked if she was played this phase.) Grit (This unit gets +1/+0 for each damage on her.) Bo-Katan's Gauntlet, Reinforce from Above [bokatans-gauntlet#reinforce-from-above] | unit | set ASH #63, vigilance/heroism, cost 5, power 4, HP 5, mandalorian/vehicle/transport | Restore 1 Each other friendly non-token unit gains: “When Defeated: Create a Mandalorian token.” Boba Fett, Any Methods Necessary [boba-fett#any-methods-necessary] | leader | set JTL #9, aggression/villainy, cost 6, power 4, HP 7, underworld/bounty hunter/pilot | Leader: When you deal non-combat damage: You may exhaust this leader. If you do, deal 1 indirect damage to a player. (That player assigns 1 unpreventable damage among their base and units.) Epic Action: If you control 6 or more resources, choose one: Deploy this leader. Deploy this leader as an upgrade on a friendly Vehicle unit without a Pilot on it. Deployed: Attached unit is a leader unit. When deployed as an upgrade: Deal up to 4 damage divided as you choose among any number of units. Boba Fett, Collecting the Bounty [boba-fett#collecting-the-bounty] | leader | set SOR #15, cunning/villainy, cost 5, power 4, HP 7, underworld/bounty hunter | Leader: When an enemy unit leaves play: You may exhaust this leader. If you do, ready a resource. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: When this unit completes an attack: If an enemy unit left play this phase, ready up to 2 resources. Boba Fett, Daimyo [boba-fett#daimyo] | leader | set SHD #8, command/heroism, cost 6, power 4, HP 7, underworld | Leader: When you play a unit that has 1 or more keywords: You may exhaust this leader. If you do, give a friendly unit +1/+0 for this phase. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: Each other friendly unit that has 1 or more keywords gets +1/+0. Boba Fett, Disintegrator [boba-fett#disintegrator] | unit | set SOR #179, cunning/villainy, cost 3, power 3, HP 5, underworld/bounty hunter | On Attack: If this unit is attacking an exhausted unit that didn't enter play this round, deal 3 damage to the defender. Boba Fett, Feared Bounty Hunter [boba-fett#feared-bounty-hunter] | unit | set JTL #189, cunning/villainy, cost 5, power 5, HP 4, underworld/bounty hunter/pilot | Shielded Boba Fett, For a Price [boba-fett#for-a-price] | unit | set LAW #214, cunning/villainy, cost 5, power 6, HP 5, underworld/bounty hunter | When Played/On Attack: You may pay 1 resource. If you do, deal 3 damage to a ground unit. Boba Fett, Krayt's Claw Commander [boba-fett#krayts-claw-commander] | leader | set LAW #7, command/villainy, cost 5, power 3, HP 6, underworld/bounty hunter | Leader: When a friendly Bounty Hunter unit's attack ends: If the defending unit was defeated, you may exhaust this leader. If you do, create a Credit token. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: Raid 1 (This unit gets +1/+0 while attacking.) When a friendly Bounty Hunter unit's attack ends: If the defending unit was defeated, create a Credit token. Boba Fett's Armor [boba-fetts-armor] | upgrade | set SHD #224, cunning, cost 2, item/armor | Attach to a non-Vehicle unit. If attached unit is Boba Fett and damage would be dealt to him, prevent 2 of that damage. Boba Fett's Rancor, Emotionally Complex Creature [boba-fetts-rancor#emotionally-complex-creature] | unit | set ASH #179, aggression, cost 8, power 8, HP 9, underworld/creature | When Played: Deal 5 damage to your base. Then, deal 5 damage to an enemy ground unit. Then, deal 5 damage to the same unit. On Attack: You may deal 1 damage to a base for every 5 damage on your base. Bodhi Rook, Creating a Diversion [bodhi-rook#creating-a-diversion] | unit | set LAW #104, vigilance/heroism, cost 2, power 2, HP 4, rebel | On Attack: You may give a friendly Rebel unit Sentinel for this phase. Bodhi Rook, Imperial Defector [bodhi-rook#imperial-defector] | unit | set SOR #201, cunning/cunning, cost 3, power 3, HP 3, imperial/rebel | When Played: Look at an opponent's hand and discard a non-unit card from it. Bog Down in Procedure [bog-down-in-procedure] | event | set SEC #234, cunning, cost 3, law | Exhaust a unit. You may disclose Cunning (reveal a card from your hand with this aspect icon). If you do, exhaust another unit. Bokken Saber [bokken-saber] | upgrade | set ASH #180, aggression, cost 1, item/weapon | Attach to a non-Vehicle unit. Attached unit gains: “When Attack Ends: Give an Advantage token to this unit.” Bold Recon Commando [bold-recon-commando] | unit | set TWI #161, aggression, cost 3, power 3, HP 4, republic/clone/trooper | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) Bold Resistance [bold-resistance] | event | set TWI #153, aggression/heroism, cost 3, tactic | Choose up to 3 units that share the same Trait. Each of those units gets +2/+0 for this phase. Bolstered Endurance [bolstered-endurance] | upgrade | set LOF #74, vigilance, cost 1, force | Attach to a Force unit. Bombing Run [bombing-run] | event | set SOR #173, aggression, cost 5, tactic | Choose an arena (ground or space). Deal 3 damage to each unit in that arena. Boonta Eve Flagbearer [boonta-eve-flagbearer] | unit | set LAW #112, vigilance, cost 1, power 1, HP 3, fringe | When a friendly unit attacks: If no other units have attacked this phase (including enemy units), heal 2 damage from your base. BoShek, Charismatic Smuggler [boshek#charismatic-smuggler] | unit | set JTL #215, cunning, cost 3, power 3, HP 4, fringe/pilot Bossk, Deadly Stalker [bossk#deadly-stalker] | unit | set SOR #182, cunning/villainy, cost 5, power 4, HP 5, underworld/bounty hunter | Ambush (After you play this unit, he may ready and attack an enemy unit.) When you play an event: You may deal 2 damage to a unit. Bossk, Hunt By Instinct [bossk#hunt-by-instinct] | unit | set JTL #187, cunning/villainy, cost 4, power 4, HP 4, underworld/bounty hunter/pilot | On Attack: Exhaust the defender and deal 1 damage to it (if it's a unit). Bossk, Hunting His Prey [bossk#hunting-his-prey] | leader | set SHD #10, villainy/aggression, cost 5, power 4, HP 6, underworld/bounty hunter | Leader: Action [Exhaust]: Deal 1 damage to a unit with a Bounty. You may give it +1/+0 for this phase. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: When you collect a bounty: You may collect that bounty again. Use this ability only once each round. Bossk, Join Our Merry Band [bossk#join-our-merry-band] | unit | set LAW #31, vigilance/command/villainy, cost 4, power 3, HP 5, underworld/bounty hunter | On Attack: Give a unit +1/+1 for this phase. You may give a unit –1/–1 for this phase. Bothan-5, New Republic Prison Ship [bothan5#new-republic-prison-ship] | unit | set ASH #128, command, cost 5, power 4, HP 5, new republic/vehicle/transport | When another friendly non-Vehicle unit is defeated: You may have this unit capture that unit from your discard pile. Use this ability only once each round. Bounty Guild Initiate [bounty-guild-initiate] | unit | set SHD #254, cost 1, power 1, HP 2, bounty hunter | When Played: If you control another Bounty Hunter unit, you may deal 2 damage to a ground unit. Bounty Hunter Crew [bounty-hunter-crew] | unit | set SOR #183, villainy/cunning, cost 6, power 4, HP 4, underworld/bounty hunter | Ambush (After you play this unit, it may ready and attack an enemy unit.) When Played: You may return an event from a discard pile to its owner's hand. Bounty Hunter's Quarry [bounty-hunters-quarry] | upgrade | set SHD #123, command, cost 1, bounty/condition | Attached unit gains: “Bounty — Search the top 5 cards of your deck, or 10 cards instead if this unit is unique, for a unit that costs 3 or less and play it for free.” (Put the other cards on the bottom of your deck in a random order.) Bounty Posting [bounty-posting] | event | set SHD #228, cunning, cost 1, plan | Search your deck for a Bounty upgrade, reveal it, and draw it. (Shuffle your deck.) You may play that upgrade (paying its cost). Bracca Shipbreaker [bracca-shipbreaker] | unit | set LAW #192, aggression, cost 3, power 4, HP 3, fringe | On Attack: Discard a card from your deck. Brain Invaders [brain-invaders] | unit | set TWI #255, cost 4, power 2, HP 4, fringe | Each leader loses all abilities except for epic actions and can't gain abilities. Bravado [bravado] | event | set SHD #182, aggression, cost 5, innate | If you've defeated an enemy unit this phase, this event costs 2 resources less to play. Ready a unit. Bravo Squadron Fighter [bravo-squadron-fighter] | unit | set SEC #199, cunning/heroism, cost 2, power 2, HP 3, naboo/vehicle/fighter | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) Breaking In [breaking-in] | event | set TWI #224, cunning, cost 2, tactic | Attack with a unit. It gets +2/+0 and gains Saboteur for this attack. (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) Bright Hope, Narrow Escape [bright-hope#narrow-escape] | unit | set IBH #14, command/heroism, cost 6, power 4, HP 6, rebel/vehicle/transport | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) Bright Hope, The Last Transport [bright-hope#the-last-transport] | unit | set SOR #99, command/heroism, cost 4, power 2, HP 6, rebel/vehicle/transport | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) When Played: You may return a friendly non-leader ground unit to its owner's hand. If you do, draw a card. Broken Horn, Vizago's Pride [broken-horn#vizagos-pride] | unit | set LAW #83, aggression/cunning, cost 5, power 5, HP 4, underworld/vehicle/transport | When Played: If you have fewer cards in hand than an opponent, draw a card. If you control fewer resources than an opponent, resource the top card of your deck. Brothers [brothers] | event | set TS26 #59, command, cost 3, innate | Attack with up to 2 units (one at a time). Prevent all combat damage that would be dealt to each of them for these attacks. Brutal Traditions [brutal-traditions] | upgrade | set SHD #38, villainy/vigilance, cost 2, learned | Action: If an enemy unit was defeated this phase, play this upgrade from your discard pile (paying its cost). BT-1, Blastomech [bt1#blastomech] | unit | set LAW #173, aggression/villainy, cost 2, power 2, HP 4, underworld/droid | On Attack: Discard a card from your deck. If it's Aggression, you may deal 1 damage to a ground unit. Budget Scheming [budget-scheming] | event | set SEC #124, command, cost 2, law | Give an Experience token to each of up to 3 Official units. Bunker Defender [bunker-defender] | unit | set JTL #107, command, cost 1, power 2, HP 1, imperial/trooper | While you control a Vehicle unit, this unit gains Sentinel. (Units in this arena can't attack your non-Sentinel units or your base.) Buy Time [buy-time] | event | set ASH #91, vigilance, cost 3, tactic | Create a Mandalorian token and give it Sentinel for this phase. (Enemy units in its arena must attack a Sentinel when they attack you.) C-3PO, Anything I Might Do? [c3po#anything-i-might-do] | unit | set SEC #93, command/heroism, cost 1, power 1, HP 3, republic/droid | Action [Exhaust, return this unit to its owner's hand]: Give a unit +2/+2 for this phase. C-3PO, Die, Jedi Dogs! [c3po#die-jedi-dogs] | unit | set TS26 #15, vigilance/command, cost 2, power 2, HP 5, droid | When Played: An opponent takes control of this unit. Action [Exhaust]: Deal damage equal to this unit's power to another ground unit. Only opponents may use this ability. C-3PO, Human-Cyborg Relations [c3po#humancyborg-relations] | leader | set SEC #15, cunning/heroism, cost 4, power 1, HP 6, rebel/droid | Leader: Action [1 resource, Exhaust]: If you control an exhausted unit, exhaust a unit. Epic Action: If you control 4 or more resources, deploy this leader. Deployed: On Attack: If you control another exhausted unit, you may exhaust a unit. C-3PO, Oh Dear, Oh Dear [c3po#oh-dear-oh-dear] | unit | set IBH #19, command/heroism, cost 3, power 1, HP 4, rebel/droid | When Played: If you control a Cunning unit, draw a card. C-3PO, Protocol Droid [c3po#protocol-droid] | unit | set SOR #238, heroism, cost 2, power 1, HP 4, rebel/droid | When Played/On Attack: Choose a number, then look at the top card of your deck. If its cost is the chosen number, you may reveal and draw it. (Otherwise, leave it on top of your deck.) C-3PO, Translation Protocol [c3po#translation-protocol] | unit | set LAW #152, command, cost 2, power 1, HP 4, rebel/underworld/droid | On Attack: You may give an Experience token to another non-leader unit that shares a Trait with a friendly leader. Cad Bane, He Who Needs No Introduction [cad-bane#he-who-needs-no-introduction] | leader | set SHD #14, cunning/villainy, cost 6, power 2, HP 8, underworld/bounty hunter | Leader: When you play an Underworld card: You may exhaust this leader. If you do, an opponent chooses a unit they control. Deal 1 damage to it. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: Raid 2 (This unit gets +2/+0 while attacking.) When you play an Underworld card: You may choose an opponent. They choose a unit they control. Deal 2 damage to it. Use this ability only once each round. Cad Bane, Hostage Taker [cad-bane#hostage-taker] | unit | set TWI #187, villainy/cunning, cost 7, power 7, HP 7, underworld/bounty hunter | When Played: This unit captures up to 3 enemy non-leader units with a total of 8 or less remaining HP. On Attack: The defending player may rescue a card they own guarded by this unit. If they do, draw 2 cards. Cad Bane, Impressed Now? [cad-bane#impressed-now] | unit | set SEC #34, vigilance/villainy, cost 5, power 4, HP 5, underworld/bounty hunter | When Played: You may defeat a unit with 2 or less remaining HP. Plot (When you deploy a leader, you may play this card from your resources, paying its cost. Replace it with the top card of your deck.) Cad Bane, Now It's My Turn [cad-bane#now-its-my-turn] | unit | set LAW #32, vigilance/command/villainy, cost 6, power 6, HP 6, underworld/bounty hunter | Shielded Overwhelm On Attack: Defeat any number of friendly Credit tokens. Give an Experience token to this unit for each Credit defeated this way. Cad Bane, Still Faster than You [cad-bane#still-faster-than-you] | leader | set ASH #11, aggression/villainy, cost 6, power 4, HP 7, underworld/bounty hunter | Leader: Action [Exhaust]: Deal 1 damage to a unit with 2 or more remaining HP. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) On Attack: You may deal 1 damage to a unit with 2 or more remaining HP. Cal Kestis, I Can't Keep Hiding [cal-kestis#i-cant-keep-hiding] | leader | set LOF #15, cunning/heroism, cost 4, power 3, HP 4, force/fringe | Leader: Action [Exhaust, use the Force (lose your Force token)]: An opponent chooses a ready unit they control. Exhaust that unit. Epic Action: If you control 4 or more resources, deploy this leader. Deployed: On Attack: An opponent chooses a ready unit they control. Exhaust that unit. Calculated Lethality [calculated-lethality] | event | set SHD #39, vigilance/villainy, cost 4, tactic | Defeat a non-leader unit that costs 3 or less. For each upgrade that was on that unit, give an Experience token to a friendly unit. Calculating MagnaGuard [calculating-magnaguard] | unit | set TWI #33, vigilance/villainy, cost 3, power 3, HP 4, separatist/droid | When Played/When a friendly unit is defeated: This unit gains Sentinel for this phase. (Units in this arena can't attack your non-Sentinel units or your base.) Callous Bounty Hunter [callous-bounty-hunter] | unit | set LAW #250, villainy, cost 3, power 3, HP 4, underworld/bounty hunter | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) Calm in the Storm [calm-in-the-storm] | event | set LOF #54, vigilance/heroism, cost 2, force | Exhaust a friendly unit. If you do, give a Shield token and 2 Experience tokens to it. Camtono [camtono] | upgrade | set ASH #229, cunning, cost 2, item | Attached unit gains: “When Attack Ends: Look at the top card of your deck. If it costs 2 or less, you may play it for free.” Cantina Bouncer [cantina-bouncer] | unit | set SOR #202, cunning/cunning, cost 5, power 3, HP 5, fringe | When Played: You may return a non-leader unit to its owner's hand. Cantina Braggart [cantina-braggart] | unit | set SOR #157, aggression, cost 1, power 0, HP 3, underworld | Raid 2 (This unit gets +2/+0 while attacking.) Canto Bight [canto-bight] | base | set LAW #28, cunning, HP 27 | Epic Action: Play a card from your hand, ignoring 1 of its Vigilance, Command, Aggression, or Cunning aspect penalties. Canto Bight Security [canto-bight-security] | unit | set LAW #121, vigilance, cost 5, power 3, HP 5, fringe | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) On Defense: Create a Credit token. Cantwell Arrestor Cruiser [cantwell-arrestor-cruiser] | unit | set SEC #37, vigilance/villainy, cost 7, power 6, HP 7, imperial/vehicle/capital ship | When Played: You may disclose VigilanceVigilanceVillainy (reveal cards from your hand with these aspect icons among them). If you do, exhaust an enemy unit. That unit can't ready while this unit is in play. Canyon Frontrunner [canyon-frontrunner] | unit | set LAW #228, cunning, cost 2, power 3, HP 2, vehicle/speeder | On Attack: If no other units have attacked this phase (including enemy units), you may give a unit –2/–0 for this phase. Capital City [capital-city] | base | set SOR #20, vigilance, HP 30 Captain Enoch, Captain of the Guard [captain-enoch#captain-of-the-guard] | unit | set LOF #83, command/villainy, cost 3, power 1, HP 5, imperial/trooper | This unit gets +1/+0 for each Trooper unit in your discard pile. Captain Pellaeon, Plotting from the Shadows [captain-pellaeon#plotting-from-the-shadows] | unit | set ASH #93, command/villainy, cost 2, power 2, HP 4, imperial/official | While a leader unit has been defeated this phase, this unit gains Raid 3. (He gets +3/+0 while attacking.) Captain Phasma, Chrome Dome [captain-phasma#chrome-dome] | leader | set JTL #10, aggression/villainy, cost 5, power 4, HP 6, first order/trooper | Leader: Action [Exhaust]: If you played a First Order card this phase, deal 1 damage to a base. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: On Attack: If you played another First Order card this phase, you may deal 1 damage to a unit. If you do, deal 1 damage to a base. Captain Phasma, On My Command [captain-phasma#on-my-command] | unit | set JTL #88, command/villainy, cost 5, power 5, HP 6, first order/trooper | When Played/On Attack: You may give another First Order unit +2/+2 for this phase. Captain Rex, Fighting For His Brothers [captain-rex#fighting-for-his-brothers] | leader | set TWI #7, command/heroism, cost 5, power 2, HP 6, republic/clone/trooper | Leader: Action [2 resources, Exhaust]: If a friendly unit attacked this phase, create a Clone Trooper token. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: When Deployed: Create a Clone Trooper token. Each other friendly Trooper unit gets +0/+1. Captain Rex, Into the Firefight [captain-rex#into-the-firefight] | unit | set SEC #48, vigilance/heroism, cost 6, power 7, HP 7, republic/clone/trooper | When Played/When this unit completes an attack: Give this unit and an enemy unit Sentinel for this phase. Captain Rex, Lead by Example [captain-rex#lead-by-example] | unit | set TWI #97, command/heroism, cost 6, power 4, HP 4, republic/clone/trooper | When Played: Create 2 Clone Trooper tokens. Captain Tarkin, Full Forward Assault [captain-tarkin#full-forward-assault] | unit | set JTL #161, aggression, cost 3, power 2, HP 5, republic/official | Each friendly Vehicle unit gets +1/+0 and gains Overwhelm. (When attacking an enemy unit, deal excess damage to the opponent's base.) Captain Typho, All Necessary Precautions [captain-typho#all-necessary-precautions] | unit | set SEC #98, command/heroism, cost 4, power 4, HP 5, naboo/republic/trooper | Sentinel When this unit is attacked: You may disclose CommandHeroism. If you do, heal 1 damage from your base. Captain Typho, Protecting the Senator [captain-typho#protecting-the-senator] | unit | set TWI #46, vigilance/heroism, cost 3, power 2, HP 4, naboo/republic/trooper | When Played/On Attack: Give a unit Sentinel for this phase. Captain Vaughn, Search the Tunnels [captain-vaughn#search-the-tunnels] | unit | set TS26 #39, vigilance/heroism, cost 3, power 2, HP 5, republic/clone/trooper | Grit When Defeated: Search the top 3 cards of your deck for a card and draw it. Then, put a card from your hand on top of your deck. (Put the other cards on the bottom of your deck in a random order.) Caretaker Matron [caretaker-matron] | unit | set LOF #243, heroism, cost 2, power 0, HP 4, fringe | Action [Exhaust]: If you played a Force card this phase, draw a card. Cargo Juggernaut [cargo-juggernaut] | unit | set SOR #68, vigilance, cost 6, power 4, HP 6, vehicle/tank | Shielded (When you play this unit, give a Shield token to it.) When Played: If you control another [Vigilance] unit, heal 4 damage from your base. Carson Teva, There's Something Going On [carson-teva#theres-something-going-on] | unit | set ASH #202, cunning/heroism, cost 2, power 1, HP 4, new republic | Support (When you play this unit, you may attack with another unit. It gains this unit's other abilities for this attack.) While attacking, this unit deals combat damage before the defender. Cartel Heavy Fighter [cartel-heavy-fighter] | unit | set LAW #259, cost 3, power 3, HP 2, underworld/vehicle/fighter | Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) Cartel Interceptor [cartel-interceptor] | unit | set LOF #157, aggression, cost 3, power 2, HP 3, underworld/vehicle/fighter | Raid 2 (This unit gets +2/+0 while attacking.) Cartel Spacer [cartel-spacer] | unit | set SOR #178, cunning/villainy, cost 2, power 2, HP 3, underworld/vehicle/fighter | When Played: If you control another [Cunning] unit, exhaust an enemy unit that costs 4 or less. Cartel Turncoat [cartel-turncoat] | unit | set SHD #195, cunning/heroism, cost 1, power 2, HP 3, underworld/vehicle/fighter | Bounty — Draw a card. (When this unit is defeated or captured, your opponent collects its bounty.) Cassian Andor, Climb! [cassian-andor#climb] | leader | set SEC #12, aggression/heroism, cost 6, power 6, HP 2, rebel | Leader: Friendly units that have damaged an opponent's base this phase can't be attacked (unless they have Sentinel). Epic Action: If you control 6 or more resources, deploy this leader. Deployed: Overwhelm While you have the initiative, this unit isn't defeated by having no remaining HP and can't be defeated by enemy card abilities. Cassian Andor, Dedicated to the Rebellion [cassian-andor#dedicated-to-the-rebellion] | leader | set SOR #13, aggression/heroism, cost 6, power 4, HP 6, rebel | Leader: Action [1 resource, Exhaust]: If you've dealt 3 or more damage to an enemy base this phase, draw a card. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) When you deal damage to an enemy base: You may draw a card. Use this ability only once each round. Cassian Andor, Everything For the Rebellion [cassian-andor#everything-for-the-rebellion] | unit | set LAW #56, command/aggression/heroism, cost 4, power 4, HP 4, rebel | When a friendly unit's attack ends: If the defending unit was defeated, deal 2 damage to a base. Cassian Andor, Lay Low [cassian-andor#lay-low] | unit | set SEC #42, vigilance/heroism, cost 2, power 2, HP 2, fringe | While this unit is defending, the attacker gets –2/–0. If an enemy card ability would deal damage to this unit, prevent 2 of that damage. Cassian Andor, Rebellions Are Built On Hope [cassian-andor#rebellions-are-built-on-hope] | unit | set SHD #148, heroism/aggression, cost 3, power 3, HP 5, rebel | Smuggle [5 resources Aggression Heroism] (If this card is a resource, you may play him for his smuggle cost. Replace it with the top card of your deck.) When played using Smuggle: Ready this unit. Cassian Andor, Threading the Eye [cassian-andor#threading-the-eye] | unit | set JTL #48, vigilance/heroism, cost 3, power 3, HP 4, rebel/pilot Cat and Mouse [cat-and-mouse] | event | set JTL #195, cunning/villainy, cost 3, tactic | Exhaust an enemy unit. If you do, ready a friendly unit in the same arena with power equal to or less than that enemy unit. Catacombs of Cadera [catacombs-of-cadera] | base | set SOR #26, aggression, HP 30 Catch Unawares [catch-unawares] | event | set SEC #229, cunning, cost 2, tactic | Attack with a unit. The defender gets –4/–0 for this attack. Caught in the Crossfire [caught-in-the-crossfire] | event | set TWI #176, aggression, cost 6, disaster | Choose 2 enemy units in the same arena. Each of those units deals damage equal to its power to the other. Cavern Angels X-Wing [cavern-angels-xwing] | unit | set LAW #189, aggression, cost 2, power 2, HP 1, rebel/vehicle/fighter | When Defeated: Deal 2 damage to a base. Cell Block Guard [cell-block-guard] | unit | set SOR #229, villainy, cost 3, power 3, HP 3, imperial/trooper | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) Chain Code Collector [chain-code-collector] | unit | set SHD #216, cunning, cost 4, power 4, HP 2, underworld/bounty hunter | Ambush (When you play this unit, it may ready and attack an enemy unit.) On Attack: If the defender has a Bounty, it gets –4/–0 for this attack. Chairman Papanoida, Undaunted Diplomat [chairman-papanoida#undaunted-diplomat] | unit | set SEC #159, aggression/aggression, cost 3, power 2, HP 6, republic/official | When a player draws 1 or more cards during the action phase: You may disclose AggressionAggression (reveal cards from your hand with these aspect icons among them). If you do, create a Spy token. Cham Syndulla, Rallying Ryloth [cham-syndulla#rallying-ryloth] | unit | set JTL #164, aggression, cost 4, power 5, HP 4, rebel/twi'lek | When Played: If an opponent controls more resources than you, you may put the top card of your deck into play as a resource. Champion [champion] | upgrade | set TS26 #45, vigilance, cost 5, innate Champion's KT9 Podracer [champions-kt9-podracer] | unit | set LAW #232, cunning, cost 3, power 2, HP 3, vehicle/speeder | When Played: Create a Credit token. Chancellor Palpatine, How Liberty Dies [chancellor-palpatine#how-liberty-dies] | leader | set SEC #1, vigilance/villainy, cost 7, power 6, HP 8, republic/official | Leader: Action [1 resource, Exhaust]: Search the top 5 cards of your deck for a card with Plot, reveal it, and draw it. (Put the other cards on the bottom of your deck in a random order.) Epic Action: If you control 7 or more resources, deploy this leader. Deployed: When Deployed: The next card you play using Plot this phase costs 3 resources less. Chancellor Palpatine, I Am the Senate [chancellor-palpatine#i-am-the-senate] | unit | set SEC #82, command/villainy, cost 3, power 2, HP 2, republic/official | When Played: If you control a leader unit, create 2 Spy tokens and give those tokens Sentinel for this phase. Plot Chancellor Palpatine, Playing Both Sides [chancellor-palpatine#playing-both-sides] | leader | set TWI #17, cunning/heroism, republic/official | Leader: This leader starts the game with this side faceup. Action [Exhaust]: If a friendly Heroism unit was defeated this phase, draw a card, heal 2 damage from your base, then flip this leader. Deployed: Action [Exhaust]: If you played a Villainy card this phase, create a Clone Trooper token, deal 2 damage to each enemy base, then flip this leader. Chancellor Palpatine, Wartime Chancellor [chancellor-palpatine#wartime-chancellor] | unit | set TWI #203, cunning/cunning, cost 4, power 2, HP 6, republic/official | Each token unit you create enters play ready. On Attack: If a unit left play this phase, create a Clone Trooper token. Chancellor Valorum, Civil Servant [chancellor-valorum#civil-servant] | unit | set SEC #107, command/command, cost 5, power 3, HP 7, republic/official | When this unit completes an attack: You may disclose CommandCommandCommand (reveal cards from your hand with these aspect icons among them). If you do, put the top card of your deck into play as a resource. Chandrilan Sponsor [chandrilan-sponsor] | unit | set SEC #43, vigilance/heroism, cost 2, power 2, HP 3, official | Restore 2 (When this unit attacks, heal 2 damage from your base.) Change of Heart [change-of-heart] | event | set SOR #224, cunning, cost 6, gambit | Take control of a non-leader unit. At the start of the regroup phase, its owner takes control of it. Chaotic Diversion [chaotic-diversion] | event | set TS26 #31, aggression/cunning, cost 1, tactic/trick | Ready an enemy unit. If you do, it can't attack your base or units you control for this phase. Give a Shield token to a friendly unit. Charged with Corruption [charged-with-corruption] | event | set SEC #127, command, cost 3, law | You may disclose CommandCommand (reveal cards from your hand with these aspect icons among them). If you do, a friendly unit captures an enemy non-leader unit. (Put the captured card facedown under that unit until that unit leaves play.) Charged with Espionage [charged-with-espionage] | event | set SEC #230, cunning, cost 2, law | You may disclose CunningCunning (reveal cards from your hand with these aspect icons among them). If you do, look at an opponent's hand and discard a unit from it. Charged with Murder [charged-with-murder] | event | set SEC #76, vigilance, cost 4, law | You may disclose VigilanceVigilance (reveal cards from your hand with these aspect icons among them). If you do, defeat a damaged non-leader unit. Charged with Treason [charged-with-treason] | event | set SEC #182, aggression, cost 4, law | You may disclose AggressionAggression (reveal cards from your hand with these aspect icons among them). If you do, deal 5 damage to a unit. Charging Phillak [charging-phillak] | unit | set LOF #210, cunning, cost 4, power 3, HP 4, creature | Ambush (When you play this unit, it may attack an enemy unit.) Hidden (This unit can't be attacked if it was played this phase.) Chewbacca, Faithful First Mate [chewbacca#faithful-first-mate] | unit | set JTL #103, command/heroism, cost 5, power 5, HP 6, rebel/wookiee/pilot | This unit can't be defeated or returned to hand by enemy card abilities. Chewbacca, Hero of Kessel [chewbacca#hero-of-kessel] | leader | set LAW #13, aggression/heroism, cost 4, power 5, HP 6, underworld/wookiee | Leader: Action [1 resource, Exhaust, defeat a friendly resource]: Deal 2 damage to a unit and create a Credit token. Epic Action [4 resources]: Deploy this leader. Deployed: On Attack: You may defeat a friendly resource. If you do, deal 2 damage to a unit and create a Credit token. Chewbacca, Loyal Companion [chewbacca#loyal-companion] | unit | set SOR #196, cunning/heroism, cost 5, power 3, HP 6, underworld/wookiee | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) When this unit is attacked: Ready him. Chewbacca, Mighty Rescuer [chewbacca#mighty-rescuer] | unit | set LAW #34, vigilance/command/heroism, cost 4, power 4, HP 4, rebel/wookiee | Overwhelm When Attack Ends: If the defending unit was defeated, give an Experience token to this unit and heal 3 damage from him. Chewbacca, Pykesbane [chewbacca#pykesbane] | unit | set SHD #50, heroism/vigilance, cost 8, power 4, HP 10, underworld/wookiee | Grit When Played: You may defeat a unit with 5 or less remaining HP. Smuggle [9 resources Aggression Heroism] Chewbacca, Rrruuuurrr [chewbacca#rrruuuurrr] | unit | set IBH #3, cunning/heroism, cost 5, power 3, HP 6, rebel/wookiee | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) Chewbacca, Walking Carpet [chewbacca#walking-carpet] | leader | set SOR #3, vigilance/heroism, cost 7, power 2, HP 9, underworld/wookiee | Leader: Action [exhaust]: Play a unit that costs 3 or less from your hand (paying its cost). It gains Sentinel for this phase. Epic Action: If you control 7 or more resources, deploy this leader. Deployed: Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) Grit (This unit gains +1/+0 for each damage on it.) Children of the Watch [children-of-the-watch] | unit | set ASH #111, command/heroism, cost 6, power 3, HP 3, mandalorian | When Played: Create 2 Mandalorian tokens. Chimaera, A Frightening Reality [chimaera#a-frightening-reality] | unit | set ASH #52, vigilance/villainy, cost 7, power 6, HP 6, imperial/vehicle/capital ship | When Played: You may choose a friendly unit and an enemy non-leader unit. If you do, defeat those units. When an enemy unit is defeated: Heal 2 damage from your base. Chimaera, Flagship of the Seventh Fleet [chimaera#flagship-of-the-seventh-fleet] | unit | set SOR #185, cunning/villainy, cost 8, power 8, HP 7, imperial/vehicle/capital ship | Shielded (When you play this unit, give a Shield token to it.) On Attack: Name a card. An opponent reveals their hand and discards a card with that name from it. Chimaera, Reinforcing the Center [chimaera#reinforcing-the-center] | unit | set JTL #39, vigilance/villainy, cost 6, power 5, HP 6, imperial/vehicle/capital ship | When Played: You may use a “When Defeated” ability on another friendly unit. When Defeated: Create 2 TIE Fighter tokens. Chio Fain, Four-Armed Slicer [chio-fain#fourarmed-slicer] | unit | set LAW #48, vigilance/aggression, cost 2, power 2, HP 4, underworld/bounty hunter | On Attack: You may choose 2 players. If you do, they each draw a card. Chirrut Îmwe, Blind, but not Deaf [chirrut-imwe#blind-but-not-deaf] | unit | set LOF #67, vigilance, cost 4, power 3, HP 5, force/fringe | Sentinel When this unit is attacked (before damage is dealt): You may use the Force (lose your Force token). If you do, the attacker gets –2/–0 for this attack. Chirrut Îmwe, I Don't Need Luck [chirrut-imwe#i-dont-need-luck] | unit | set LAW #46, vigilance/aggression/heroism, cost 6, power 8, HP 6, force/rebel | Saboteur When Attack Ends: If this unit dealt combat damage to a base, you may heal 4 damage from another unit. Chirrut Îmwe, One With The Force [chirrut-imwe#one-with-the-force] | leader | set SOR #4, vigilance/heroism, cost 5, power 3, HP 5, force/rebel | Leader: Action [Exhaust]: Give a unit +0/+2 for this phase. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: During the action phase, this unit isn’t defeated by having no remaining HP. (During the regroup phase, if he has no remaining HP, defeat him.) Choke on Aspirations [choke-on-aspirations] | event | set LAW #102, vigilance/villainy, cost 1, force | Deal up to 5 damage to a friendly non-Vehicle unit. If it survives, heal damage from your base equal to the damage dealt this way. Choose Sides [choose-sides] | event | set SHD #132, command, cost 7, plan | Choose a friendly non-leader unit and an enemy non-leader unit. Exchange control of those units. Choose Your Path [choose-your-path] | event | set ASH #257, heroism, cost 2, force/mandalorian | Choose one: If you control a Force unit, heal 5 damage from your base. If you control a Mandalorian unit, create a Mandalorian token and give an Advantage token to it. Chopper, Metal Menace [chopper#metal-menace] | unit | set SOR #188, cunning/heroism, cost 1, power 1, HP 3, rebel/droid/spectre | While you control another SPECTRE unit, this unit gains Raid 1. On Attack: Discard a card from the defending player's deck. If it's an event, exhaust a resource that player controls. Chopper, Spectre Three [chopper#spectre-three] | unit | set LAW #55, command/aggression/heroism, cost 2, power 1, HP 2, rebel/droid/spectre | Raid 1 (This unit gets +1/+0 while attacking.) When Played: Give an Experience token to this unit. If you control a Cunning or Vigilance unit, give 2 Experience tokens to him instead. Chopper, War Hero [chopper#war-hero] | unit | set SEC #147, aggression/heroism, cost 2, power 4, HP 1, rebel/droid/spectre | When this unit deals combat damage to a base: Each player discards a card from their hand. Chopper Base [chopper-base] | base | set SOR #30, cunning, HP 30 Cikatro Vizago, Business is What Matters [cikatro-vizago#business-is-what-matters] | unit | set SEC #218, cunning, cost 3, power 3, HP 4, underworld | On Attack: Reveal the top card of your deck. An opponent may pay 1 resource. If they don't, draw that card. Cin Drallig, Esteemed Blademaster [cin-drallig#esteemed-blademaster] | unit | set LOF #150, aggression/heroism, cost 8, power 5, HP 6, force/jedi/republic | When Played: You may play a Lightsaber upgrade from your hand for free on this unit. If you do, ready him. Cinta Kaz, Stone Cold and Fearless [cinta-kaz#stone-cold-and-fearless] | unit | set LAW #105, vigilance/heroism, cost 3, power 3, HP 5, rebel | While this unit is upgraded, she gains Sentinel. (Enemy units in this arena must attack a Sentinel when they attack you.) Cinta Kaz, The Struggle Comes First [cinta-kaz#the-struggle-comes-first] | unit | set SEC #172, aggression, cost 6, power 5, HP 5, rebel | When Played: You may attack with a unit. Plot (When you deploy a leader, you may play this card from your resources, paying its cost. Replace it with the top card of your deck.) Circuit Challenger [circuit-challenger] | unit | set LAW #255, heroism, cost 5, power 4, HP 5, vehicle/speeder | Ambush (When you play this unit, it may attack an enemy unit.) Citadel Research Center [citadel-research-center] | base | set LAW #29, cunning, HP 26 | Epic Action [1 resource]: Return a friendly resource to its owner's hand. If you do, resource the top card of your deck. City in the Clouds [city-in-the-clouds] | base | set JTL #19, vigilance, HP 30 Clan Challengers [clan-challengers] | unit | set SHD #169, aggression, cost 5, power 3, HP 6, mandalorian/trooper | Raid 3 (This unit gets +3/+0 while attacking.) While this unit is upgraded, it gains Overwhelm. (When attacking an enemy unit, deal excess damage to the opponent's base.) Clan Saxon Gauntlet [clan-saxon-gauntlet] | unit | set SHD #35, villainy/vigilance, cost 6, power 4, HP 5, mandalorian/vehicle/transport | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) When this unit is attacked: You may give an Experience token to a unit (before damage is dealt). Clan Vizsla Soldier [clan-vizsla-soldier] | unit | set ASH #165, aggression, cost 2, power 2, HP 3, mandalorian/trooper | When Defeated: You may defeat an upgrade. Clan Wren Loyalist [clan-wren-loyalist] | unit | set ASH #107, command/heroism, cost 3, power 3, HP 2, mandalorian/trooper | When Played: Search the top 5 cards of your deck for a card that shares a Trait with a unit you control, reveal it, and draw it. (Put the other cards on the bottom of your deck in a random order.) Clan Wren Rescuer [clan-wren-rescuer] | unit | set SHD #40, heroism/vigilance, cost 2, power 1, HP 2, mandalorian/trooper | When Played: Give an Experience token to a unit. Clandestine Connections [clandestine-connections] | upgrade | set SEC #264, cost 2, supply | Attached unit gains: “On Attack: You may pay 2 resources. If you do, deal 2 damage to a base.” Clear the Field [clear-the-field] | event | set TWI #199, cunning/heroism, cost 2, tactic | Choose a non-leader unit that costs 3 or less. Return it and each enemy non-leader unit with the same name as it to their owners' hands. Cloaked StarViper [cloaked-starviper] | unit | set JTL #67, vigilance, cost 4, power 3, HP 2, underworld/vehicle/fighter | When Played: Give 2 Shield tokens to this unit. Clone [clone] | unit | set TWI #116, command, cost 7, power 0, HP 0, clone | You may have this unit enter play as a copy of a non-leader, non-Vehicle unit in play, except it gains the Clone trait and is not unique. (Only the card's printed attributes are copied.) Clone Cohort [clone-cohort] | upgrade | set TWI #169, aggression, cost 2, supply | Attached unit gains Raid 2 and: “When Defeated: Create a Clone Trooper token.” Clone Combat Squadron [clone-combat-squadron] | unit | set JTL #115, command, cost 4, power 3, HP 3, republic/vehicle/fighter | This unit gets +1/+1 for each other friendly space unit. Clone Commander Cody, Commanding the 212th [clone-commander-cody#commanding-the-212th] | unit | set TWI #114, command, cost 5, power 4, HP 4, republic/clone/trooper | Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) Coordinate — Each other friendly unit gets +1/+1 and gains Overwhelm. (Gain this ability while you control 3 or more units.) Clone Deserter [clone-deserter] | unit | set SHD #95, command/heroism, cost 1, power 2, HP 3, fringe/clone | Restore 1 (When this unit attacks, heal 1 damage from your base.) Bounty — Draw a card. (When this unit is defeated or captured, your opponent collects its bounty.) Clone Dive Trooper [clone-dive-trooper] | unit | set TWI #205, cunning, cost 1, power 2, HP 1, republic/clone/trooper | Coordinate — While this unit is attacking, the defender gets –2/–0. (Gain this ability while you control 3 or more units.) Clone Heavy Gunner [clone-heavy-gunner] | unit | set TWI #158, aggression, cost 2, power 1, HP 3, republic/clone/trooper | Coordinate — This unit gets +2/+0. (Gain this ability while you control 3 or more units.) Clone Pilot [clone-pilot] | unit | set JTL #108, command, cost 2, power 2, HP 2, republic/clone/pilot Clone Trooper [clone-trooper] | token | set TWI, heroism, cost 0, power 2, HP 2, republic/clone/trooper Close the Shield Gate [close-the-shield-gate] | event | set JTL #74, vigilance, cost 1, tactic | Choose a base. The next time damage would be dealt to it this phase, prevent that damage. Cloud City Wing Guard [cloud-city-wing-guard] | unit | set SOR #63, vigilance, cost 3, power 2, HP 4, fringe/trooper | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) Cloud-Rider [cloudrider] | unit | set SHD #210, cunning, cost 2, power 3, HP 1, underworld | Ambush (When you play this unit, it may ready and attack an enemy unit.) Cloud-Rider Veteran [cloudrider-veteran] | unit | set LAW #181, aggression/heroism, cost 2, power 1, HP 4, underworld | On Attack: Deal 2 damage to a base. Coaxium Mine [coaxium-mine] | base | set LAW #21, vigilance, HP 27 | Epic Action: Play a card from your hand, ignoring 1 of its Vigilance, Command, Aggression, or Cunning aspect penalties. Cobb Vanth, Let Me Handle This [cobb-vanth#let-me-handle-this] | unit | set ASH #60, vigilance/heroism, cost 4, power 2, HP 6, official | Grit When you play another unit: You may deal 2 damage to this unit. If you do, give a Shield token to that unit. Cobb Vanth, The Marshal [cobb-vanth#the-marshal] | unit | set SHD #115, command, cost 3, power 3, HP 2, fringe/official | When Defeated: Search the top 10 cards of your deck for a unit that costs 2 or less and discard it. For this phase, you may play that card from your discard pile for free. Coleman Trebor, Jedi Rescuer [coleman-trebor#jedi-rescuer] | unit | set TS26 #19, vigilance/aggression/heroism, cost 1, power 2, HP 2, force/jedi/republic | Hidden (This unit can't be attacked if he was played this phase.) When Played: Deal 1 damage to each enemy base. Heal 1 damage from your base for each damage dealt this way. Collateral Damage [collateral-damage] | event | set LAW #208, aggression, cost 3, disaster | Deal 2 damage to a unit. Then, deal 2 damage to a base or another unit in the same arena. Collections Starhopper [collections-starhopper] | unit | set SHD #111, command, cost 2, power 2, HP 2, underworld/vehicle/fighter | Smuggle [3 resources Command] (If this card is a resource, you may play it for its smuggle cost. Replace it with the top card of your deck.) Colonel Yularen, ISB Director [colonel-yularen#isb-director] | unit | set SOR #109, command, cost 2, power 2, HP 3, imperial/official | When you play a [Command] unit (including this one): Heal 1 damage from your base. Colonel Yularen, This Is Why We Plan [colonel-yularen#this-is-why-we-plan] | leader | set SEC #6, command/villainy, cost 5, power 4, HP 6, imperial/official | Leader: Action [Exhaust]: Attack with a unit. Then, you may attack with another unit that costs less than it. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: When this unit completes an attack (and survives): You may attack with another unit that costs 4 or less. Colossus [colossus] | base | set JTL #21, vigilance, HP 35 | Draw 1 less card in your starting hand. Combat Exercise [combat-exercise] | event | set LAW #165, command, cost 1, learned | Exhaust a friendly unit. If you do, give 2 Experience tokens to it. Command [command] | event | set SOR #107, command/command, cost 4, innate | Choose two, in any order: Give 2 Experience tokens to a unit. A friendly unit deals damage equal to its power to a non-unique enemy unit. Put this event into play as a resource. Return a unit from your discard pile to your hand. Command Center [command-center] | base | set SOR #23, command, HP 30 Commandeer [commandeer] | event | set JTL #235, cunning, cost 5, trick | Take control of a non-leader Vehicle unit that costs 6 or less without a Pilot on it. If you do, ready it. At the start of the next regroup phase, return that unit to its owner's hand. Commence Patrol [commence-patrol] | event | set JTL #205, cunning/heroism, cost 1, tactic | Put another card in a discard pile on the bottom of its owner's deck. If you do, create an X-Wing token. Commence the Festivities [commence-the-festivities] | event | set LAW #202, aggression, cost 1, plan | Attack with a unit. It gains Saboteur for this attack. If you control fewer resources than an opponent, it gets +2/+0 for this attack. Commission [commission] | event | set SHD #127, command, cost 1, supply | Search the top 10 cards of your deck for a Bounty Hunter, Item, or Transport card, reveal it, and draw it. (Put the other cards on the bottom of your deck in a random order.) Smuggle [3 resources Command] Common Cause [common-cause] | event | set LAW #167, command, cost 2, innate | Give a unit +1/+1 for this phase for each different aspect among units you control. Compassionate Senator [compassionate-senator] | unit | set TWI #56, vigilance, cost 1, power 0, HP 4, republic/official | Action [2 resources, Exhaust]: Heal 2 damage from a unit or base. Concord Dawn Interceptors [concord-dawn-interceptors] | unit | set SHD #42, heroism/vigilance, cost 3, power 1, HP 4, mandalorian/vehicle/fighter | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) This unit gets +2/+0 while defending. Condemn [condemn] | upgrade | set SEC #38, vigilance/villainy, cost 3, condition | While attached unit is attacking, it gains: “On Attack: The defending player may disclose VigilanceVillainy. If they do, this unit gets –6/–0 for this attack” and loses all other abilities. Confederate Courier [confederate-courier] | unit | set TWI #79, villainy/command, cost 2, power 2, HP 1, separatist/vehicle/fighter | When Defeated: Create a Battle Droid token. Confederate Tri-Fighter [confederate-trifighter] | unit | set TWI #132, villainy/aggression, cost 3, power 3, HP 3, separatist/droid/vehicle/fighter | Bases can't be healed. Confidence in Victory [confidence-in-victory] | event | set SEC #145, aggression/villainy, cost 10, gambit | Play only as your first action in the action phase. Choose an arena. At the start of the regroup phase, if you are the only player who controls units in that arena, you win the game. Confiscate [confiscate] | event | set SOR #251, cost 1, law | Defeat an upgrade. Congress of Malastare [congress-of-malastare] | unit | set SEC #64, vigilance, cost 5, power 5, HP 5, republic/official | The first upgrade you play each phase costs 1 resource less. Consolidation of Power [consolidation-of-power] | event | set TWI #89, command/villainy, cost 6, plan | Choose any number of friendly units. You may play a unit from your hand if its cost is less than or equal to the combined power of the chosen units for free. Then, defeat the chosen units. Consortium StarViper [consortium-starviper] | unit | set SOR #112, command, cost 3, power 3, HP 3, fringe/vehicle/fighter | While you have the initiative, this unit gains Restore 2. (When this unit attacks, heal 2 damage from your base.) Constructed Lightsaber [constructed-lightsaber] | upgrade | set LOF #261, cost 3, item/weapon/lightsaber | Attach to a Force unit. If attached unit is a Heroism unit, it gains Restore 2. If attached unit is a Villainy unit, it gains Raid 2. If attached unit is a non-Heroism, non-Villainy unit, it gains Sentinel. Consular Security Force [consular-security-force] | unit | set SOR #46, vigilance/heroism, cost 4, power 3, HP 7, rebel/trooper Consular's Cruiser [consulars-cruiser] | unit | set SEC #117, command, cost 5, power 4, HP 5, republic/vehicle/transport | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) Consumed by the Dark Side [consumed-by-the-dark-side] | event | set LOF #239, villainy, cost 2, force | Give 2 Experience tokens to a unit, then deal 2 damage to it. Contempt for Culture [contempt-for-culture] | event | set SEC #246, villainy, cost 2, innate | Deal 2 damage to a non-Vehicle unit. Create a Spy token. Contested Caverns [contested-caverns] | base | set LAW #25, aggression, HP 27 | Epic Action: Play a card from your hand, ignoring 1 of its Vigilance, Command, Aggression, or Cunning aspect penalties. Contraband Starhopper [contraband-starhopper] | unit | set SEC #161, aggression, cost 2, power 2, HP 3, underworld/vehicle/fighter Contracted Hunter [contracted-hunter] | unit | set JTL #216, cunning, cost 3, power 4, HP 4, underworld/bounty hunter | Ambush (When you play this unit, it may attack an enemy unit.) When the regroup phase starts: Defeat this unit. Contracted Jumpmaster [contracted-jumpmaster] | unit | set JTL #184, cunning/villainy, cost 3, power 2, HP 4, underworld/vehicle/transport | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) Convene the Senate [convene-the-senate] | event | set SEC #128, command, cost 3, law | Search the top 8 cards of your deck for up to 2 Official units, reveal them, and draw them. (Put the other cards on the bottom of your deck in a random order.) Create a Spy token. Conveyex Security Captain [conveyex-security-captain] | unit | set LAW #117, vigilance, cost 3, power 2, HP 4, imperial/trooper | Enemy Credit tokens lose all abilities. Coordinated Front [coordinated-front] | event | set JTL #253, heroism, cost 2, plan | You may give a ground unit +2/+2 for this phase. You may give a space unit +2/+2 for this phase. Corellian Freighter [corellian-freighter] | unit | set SOR #250, cost 5, power 4, HP 4, vehicle/transport | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) Corellian Hounds [corellian-hounds] | unit | set SEC #170, aggression, cost 5, power 5, HP 5, creature | If an opponent controls no ground units, this unit enters play ready. Corner the Prey [corner-the-prey] | event | set TWI #139, villainy/aggression, cost 1, tactic | Attack with a unit. It gets +1/+0 for this attack for each damage on the defender at the start of this attack. Corona Four, Justice for Alderaan [corona-four#justice-for-alderaan] | unit | set ASH #43, cunning/vigilance/heroism, cost 2, power 2, HP 3, rebel/vehicle/fighter | On Attack: You may give a unit –2/–0 for this phase. When Defeated: You may defeat a non‑leader unit with 0 power. Coronet, Stately Vessel [coronet#stately-vessel] | unit | set SEC #47, vigilance/heroism, cost 5, power 4, HP 6, mandalorian/vehicle/transport | Restore 1 (When this unit attacks, heal 1 damage from your base.) Each other friendly unit gains Restore 1. Coronet City [coronet-city] | base | set SHD #25, cunning, HP 30 Corporate Defense Shuttle [corporate-defense-shuttle] | unit | set JTL #59, vigilance, cost 2, power 3, HP 5, separatist/vehicle/transport | This unit can't attack. Corporate Light Cruiser [corporate-light-cruiser] | unit | set JTL #225, cunning, cost 6, power 4, HP 6, fringe/vehicle/capital ship | Ambush (When you play this unit, it may attack an enemy unit.) Raid 1 (This unit gets +1/+0 while attacking.) Corporate Warmongering [corporate-warmongering] | event | set SEC #91, command/villainy, cost 4, plan | Give a friendly unit +3/+3 for this phase. Give each other friendly unit +1/+1 for this phase. Corrupt Politician [corrupt-politician] | unit | set SEC #79, command/villainy, cost 1, power 2, HP 2, republic/official | While you control more units than an opponent, this unit gains Sentinel. Corrupted Saber [corrupted-saber] | upgrade | set LOF #187, cunning/villainy, cost 2, item/weapon/lightsaber | Attach to a non-Vehicle unit. If attached unit is a Force unit, it gains: “On Attack: The defender gets –2/–0 for this attack.” Coruscant Dissident [coruscant-dissident] | unit | set SHD #199, cunning/heroism, cost 3, power 3, HP 4, underworld/twi'lek | On Attack: You may ready a resource. Coruscant Guard [coruscant-guard] | unit | set TWI #106, command, cost 2, power 3, HP 2, republic/clone/trooper | Coordinate — Ambush (Gain this keyword while you control 3 or more units, including this one. When you play this unit, it may ready and attack an enemy unit.) Coruscant Undercity Police [coruscant-undercity-police] | unit | set SEC #167, aggression, cost 4, power 5, HP 4, republic/trooper Coruscanti Spy [coruscanti-spy] | unit | set TS26 #53, command, cost 1, power 0, HP 2, official | Raid 2 (This unit gets +2/+0 while attacking.) When Played: Heal 2 damage from each of any number of bases. Corvus, Inferno Squadron Raider [corvus#inferno-squadron-raider] | unit | set JTL #38, vigilance/villainy, cost 5, power 4, HP 5, imperial/vehicle/capital ship | Restore 2 When Played: You may attach a friendly Pilot unit or upgrade to this unit. (Defeat all upgrades on that Pilot and remove all damage from it.) Count Dooku, Darth Tyranus [count-dooku#darth-tyranus] | unit | set SOR #38, villainy/vigilance, cost 7, power 5, HP 4, force/sith/separatist | Shielded (When you play this unit, give him a Shield token.) When Played: You may defeat a unit with 4 or less remaining HP. Count Dooku, Face of the Confederacy [count-dooku#face-of-the-confederacy] | leader | set TWI #5, command/villainy, cost 7, power 5, HP 9, force/separatist/sith | Leader: Action [Exhaust]: Play a Separatist card from your hand. It gains Exploit 1. (You may defeat 1 unit you control. If you do, that card costs 2 resources less.) Epic Action: If you control 7 or more resources, deploy this leader. Deployed: Overwhelm (When attacking an enemy unit, deal excess damage to the opponent’s base.) On Attack: The next Separatist card you play this phase gains Exploit 3. Count Dooku, Fallen Jedi [count-dooku#fallen-jedi] | unit | set TWI #138, aggression/villainy, cost 8, power 6, HP 6, force/separatist/sith | Exploit 2 Overwhelm When Played: For each unit you exploited while playing this card, you may deal damage to an enemy unit equal to the power of the exploited unit. Count Dooku, Offering Aid [count-dooku#offering-aid] | leader | set TS26 #1, vigilance/villainy, cost 7, power 6, HP 7, force/separatist/sith/official | Leader: Action [Exhaust]: Choose 2 players. They each heal 1 damage from their base and create a Battle Droid token. Epic Action: If you control 7 or more resources, deploy this leader. Deployed: Restore 2 (When this unit attacks, heal 2 damage from your base.) On Attack: Create 2 Battle Droid tokens. Covering the Wing [covering-the-wing] | event | set JTL #76, vigilance, cost 2, tactic | Create an X-Wing token. You may give a Shield token to another unit. Covert Believers [covert-believers] | unit | set ASH #80, vigilance, cost 5, power 4, HP 5, mandalorian | When Defeated: Create a Mandalorian token. Covert Operative [covert-operative] | unit | set SEC #253, heroism, cost 4, power 2, HP 4, rebel | When Played: This unit captures an enemy non-leader unit that costs 2 or less. (Put the captured card facedown under this unit until this unit leaves play.) Covert Strength [covert-strength] | event | set SHD #75, vigilance, cost 1, tactic | Heal 2 damage from a unit and give an Experience token to it. Smuggle [3 resources Vigilance] (If this card is a resource, you may play it for its smuggle cost. Replace it with the top card of your deck.) Covert Veteran [covert-veteran] | unit | set ASH #249, heroism, cost 2, power 2, HP 3, mandalorian | Hidden (This unit can't be attacked if it was played this phase.) Covetous Rivals [covetous-rivals] | unit | set SHD #171, aggression, cost 6, power 5, HP 5, bounty hunter | Grit (This unit gets +1/+0 for each damage on it.) When Played/On Attack: You may deal 2 damage to a unit with a Bounty. CR90 Relief Runner [cr90-relief-runner] | unit | set JTL #71, vigilance, cost 6, power 4, HP 6, rebel/vehicle/capital ship | Restore 2 (When this unit attacks, heal 2 damage from your base.) When Defeated: Heal up to 3 damage from a unit or base. Crackshot V-Wing [crackshot-vwing] | unit | set JTL #158, aggression, cost 1, power 2, HP 2, republic/vehicle/fighter | When Played: If you control no other Fighter units, deal 1 damage to this unit. Crafty Smuggler [crafty-smuggler] | unit | set SOR #207, cunning, cost 2, power 2, HP 2, underworld | Shielded (When you play this unit, give a Shield token to it.) Crait Veteran [crait-veteran] | unit | set SEC #251, heroism, cost 3, power 4, HP 3, resistance/trooper Craving Power [craving-power] | upgrade | set LOF #91, command/villainy, cost 5, innate | Attach to a friendly unit. When Played: Deal damage to an enemy unit equal to attached unit's power. Creative Thinking [creative-thinking] | event | set TWI #200, cunning/heroism, cost 2, trick | Exhaust a non-unique unit. Create a Clone Trooper token. Credit [credit] | token | set LAW, cost 0, supply | While paying resources, you may defeat this token. If you do, pay 1 resource less. Creditor's Claim [creditors-claim] | upgrade | set SEC #39, vigilance/villainy, cost 3, supply | Attached unit gains: “When Defeated: You may defeat a unit with 3 or less remaining HP.” Criminal Contact [criminal-contact] | unit | set LAW #258, cost 2, power 1, HP 4, underworld | On Attack: You may pay 2 resources. If you do, create a Credit token. Criminal Muscle [criminal-muscle] | unit | set SHD #209, cunning, cost 1, power 2, HP 1, underworld | When Played: You may return a non-unique upgrade to its owner's hand. Cripple Authority [cripple-authority] | event | set SHD #156, heroism/aggression, cost 2, trick | Draw a card. Each opponent who controls more resources than you discards a card from their hand. Crix Madine, Strike Team Strategist [crix-madine#strike-team-strategist] | unit | set ASH #108, command/heroism, cost 3, power 3, HP 2, rebel/official | When Played: You may play a Heroism unit from your hand. It costs 2 resources less for each arena in which you control the most units. Crosshair, Filled With Doubt [crosshair#filled-with-doubt] | unit | set SEC #162, aggression, cost 2, power 2, HP 3, imperial/clone/trooper | On Attack: You may deal 1 damage to another friendly unit. If you do, deal 2 damage to the defending player's base. Crosshair, Following Orders [crosshair#following-orders] | unit | set SHD #87, villainy/command, cost 4, power 2, HP 6, imperial/clone/trooper | Action [2 resources]: This unit gets +1/+0 for this phase. Action [Exhaust]: This unit deals damage equal to his power to an enemy ground unit. Crucible, Centuries of Wisdom [crucible#centuries-of-wisdom] | unit | set SEC #119, command, cost 6, power 5, HP 5, jedi/vehicle/transport | When Played/When Defeated: Give an Experience token to each other friendly unit. Cruel Commandos [cruel-commandos] | unit | set SEC #86, command/villainy, cost 5, power 5, HP 5, republic/clone/trooper | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) Crushing Blow [crushing-blow] | event | set LOF #77, vigilance, cost 3, tactic | Defeat a non-leader unit that costs 2 or less. Crystal Caves [crystal-caves] | base | set LOF #29, cunning, HP 28 | When a friendly Force unit attacks: The Force is with you (create your Force token). Cunning [cunning] | event | set SOR #203, cunning/cunning, cost 4, innate | Choose two, in any order: Return a non-leader unit with 4 or less power to its owner's hand. Give a unit +4/+0 for this phase. Exhaust up to 2 units. An opponent discards a random card from their hand. Cure Wounds [cure-wounds] | event | set LOF #75, vigilance, cost 1, force | Use the Force (lose your Force token). If you do, heal 6 damage from a unit. Curious Flock [curious-flock] | unit | set LOF #255, cost 1, power 1, HP 1, creature | When Played: Pay up to 6 resources. For each resource paid this way, give an Experience token to this unit. Cutthroat Podracer [cutthroat-podracer] | unit | set LAW #213, cunning/villainy, cost 4, power 4, HP 4, vehicle/speeder | When Played: You may deal 2 damage to an exhausted ground unit. Cybernetic Enhancements [cybernetic-enhancements] | upgrade | set ASH #87, vigilance, cost 3, modification | When Played: Draw a card. D'Qar Cargo Frigate [dqar-cargo-frigate] | unit | set JTL #52, vigilance/heroism, cost 5, power 6, HP 7, resistance/vehicle/capital ship | This unit gets –1/–0 for each damage on it. Dagger Squadron Pilot [dagger-squadron-pilot] | unit | set JTL #196, cunning/heroism, cost 1, power 2, HP 1, rebel/pilot Dagobah Swamp [dagobah-swamp] | base | set SOR #21, vigilance, HP 30 Dagoyan Master [dagoyan-master] | unit | set LOF #115, command, cost 5, power 5, HP 5, force | When Played/When Defeated: You may use the Force (lose your Force token). If you do, search the top 5 cards of your deck for a Force unit, reveal it, and draw it. (Put the other cards on the bottom of your deck in a random order.) Daimyo's Palace [daimyos-palace] | base | set LAW #20, vigilance, HP 27 | Epic Action: Play a card from your hand, ignoring 1 of its Vigilance, Command, Aggression, or Cunning aspect penalties. Danger Squadron Wingmen [danger-squadron-wingmen] | unit | set ASH #157, aggression/heroism, cost 4, power 4, HP 5, rebel/vehicle/fighter | On Attack: You may give an Advantage token to another unit. Daring Delve [daring-delve] | event | set LAW #203, aggression, cost 1, gambit | Discard 2 cards from your deck. You may return a Aggression card discarded this way to your hand. Daring Raid [daring-raid] | event | set SHD #178, aggression, cost 1, tactic | Deal 2 damage to a unit or base. Daro Commando [daro-commando] | unit | set SEC #113, command, cost 3, power 3, HP 4, imperial/clone/trooper | Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) Darth Malak, Covetous Apprentice [darth-malak#covetous-apprentice] | unit | set LOF #234, villainy, cost 5, power 4, HP 7, force/sith | Overwhelm When Played: If you control a Sith leader unit, you may ready this unit. Darth Maul, Revenge At Last [darth-maul#revenge-at-last] | unit | set TWI #135, aggression/villainy, cost 5, power 5, HP 6, force/sith | This unit can attack 2 units instead of 1. (This unit deals its combat damage to both defenders and they both deal their combat damage to this unit. All damage is dealt simultaneously.) Darth Maul, Sith Revealed [darth-maul#sith-revealed] | leader | set LOF #9, aggression/villainy, cost 6, power 5, HP 6, force/sith | Leader: Action [Exhaust, use the Force (lose your Force token)]: Deal 1 damage to a unit and 1 damage to a different unit. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: On Attack: Deal 1 damage to a unit and 1 damage to a different unit. Darth Maul's Lightsaber [darth-mauls-lightsaber] | upgrade | set LOF #140, aggression/villainy, cost 3, item/weapon/lightsaber | Attach to a friendly non-Vehicle unit. When Played: If attached unit is Darth Maul, you may attack with him. For this attack, he gains Overwhelm and can't attack bases. Darth Nihilus, Lord of Hunger [darth-nihilus#lord-of-hunger] | unit | set SEC #244, villainy, cost 7, power 6, HP 6, force/sith | When Played/On Attack: Deal 3 damage to the unit with the least remaining HP among other units. (If multiple units are tied, choose one.). If it's a non-Vehicle unit, give an Experience token to this unit. Darth Revan, Scourge of the Old Republic [darth-revan#scourge-of-the-old-republic] | leader | set LOF #17, villainy, cost 5, power 3, HP 6, force/sith | Leader: When a friendly unit attacks and defeats a unit: You may exhaust this leader. If you do, give an Experience token to that friendly unit. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: Restore 1 When a friendly unit attacks and defeats a unit: You may give an Experience token to that friendly unit. Darth Revan's Lightsabers [darth-revans-lightsabers] | upgrade | set LOF #238, villainy, cost 2, item/weapon/lightsaber | Attach to a non-Vehicle unit. If attached unit is a Sith, it gains Grit. Darth Sidious, The Phantom Menace [darth-sidious#the-phantom-menace] | unit | set LOF #39, vigilance/villainy, cost 8, power 6, HP 8, force/separatist/sith | Restore 2 (When this unit attacks, heal 2 damage from your base.) When Played: You may use the Force. If you do, defeat each non-Sith unit with 3 or less remaining HP. Darth Sidious, Under a Cloak of Darkness [darth-sidious#under-a-cloak-of-darkness] | unit | set TS26 #13, vigilance/command/villainy, cost 6, power 4, HP 6, force/separatist/sith | Hidden Each other friendly Separatist unit gets +1/+0. When a non-token unit is defeated: Create a Battle Droid token. Darth Sion, Lord of Pain [darth-sion#lord-of-pain] | unit | set SEC #35, vigilance/villainy, cost 5, power 5, HP 5, force/sith | When Played: Give an Experience token to this unit for each enemy unit that was defeated this phase. When Defeated: If this unit had 7 or more power, return him to his owner's hand. Darth Traya, Lord of Betrayal [darth-traya#lord-of-betrayal] | unit | set SEC #188, cunning/villainy, cost 3, power 2, HP 5, force/sith | On Attack: You may ready a non-unit leader. Darth Tyranus, Servant of Sidious [darth-tyranus#servant-of-sidious] | unit | set LOF #231, villainy, cost 4, power 4, HP 3, force/separatist/sith | Shielded (When you play this unit, give a Shield token to him.) While the Force is with you, this unit gains Ambush. (When you play this unit, he may attack an enemy unit.) Darth Vader, Commanding the First Legion [darth-vader#commanding-the-first-legion] | unit | set SOR #87, command/villainy, cost 7, power 5, HP 7, force/imperial/sith | Ambush When Played: Search the top 10 cards of your deck for any number of [Villainy] units with combined cost 3 or less and play each of them for free. Darth Vader, Dark Lord of the Sith [darth-vader#dark-lord-of-the-sith] | leader | set SOR #10, aggression/villainy, cost 7, power 5, HP 8, force/imperial/sith | Leader: Action [1 resource, exhaust]: If you played a [Villainy] card this phase, deal 1 damage to a unit and 1 damage to a base. Epic Action: If you control 7 or more resources, deploy this leader. (Flip him, ready him, and move him to the ground arena.) Deployed: On Attack: You may deal 2 damage to a unit. Darth Vader, Don't Fail Me Again [darth-vader#dont-fail-me-again] | leader | set IBH #53, aggression/villainy, cost 6, power 3, HP 8, force/imperial/sith | Leader: Action [1 resource, Exhaust]: Deal 1 damage to a base. Epic Action: If you control 6 or more resources, deploy this leader. (Flip him, ready him, and move him to the ground arena.) Deployed: On Attack: Deal 2 damage to a base. Darth Vader, Meet Your Destiny [darth-vader#meet-your-destiny] | unit | set ASH #243, villainy, cost 5, power 4, HP 6, force/imperial/sith | Shielded While this unit is ready, he gains Sentinel. Darth Vader, Scourge of Squadrons [darth-vader#scourge-of-squadrons] | unit | set JTL #142, aggression/villainy, cost 6, power 7, HP 7, force/imperial/sith/pilot Darth Vader, Twilight of the Apprentice [darth-vader#twilight-of-the-apprentice] | unit | set LOF #37, vigilance/villainy, cost 6, power 5, HP 6, force/imperial/sith | When Played: Give a Shield token to a friendly unit and to an enemy unit. On Attack: Defeat an enemy unit with a Shield token on it. Darth Vader, Unstoppable [darth-vader#unstoppable] | leader | set LAW #11, aggression/villainy, cost 7, power 6, HP 8, force/imperial/sith | Leader: Action [Exhaust, discard a card from your hand]: Deal 1 damage to a unit or base. Epic Action: If you control 7 or more resources, deploy this leader. Deployed: On Attack: Discard any number of cards from your hand. Deal damage to a unit or base equal to the number of cards discarded this way. Darth Vader, Victor Squadron Leader [darth-vader#victor-squadron-leader] | leader | set JTL #6, command/villainy, cost 6, power 5, HP 6, force/imperial/sith/pilot | Leader: Action [Exhaust]: If you attacked with a non-token Vehicle unit this phase, create a TIE Fighter token. Epic Action: If you control 6 or more resources, choose one: Deploy this leader. Deploy this leader as an upgrade on a friendly Vehicle unit without a Pilot on it. Deployed: Attached unit is a leader unit. When deployed as an upgrade: Create 2 TIE Fighter tokens. Data Vault [data-vault] | base | set JTL #24, command, HP 33 | Your minimum deck size is increased by 10 cards. Dathomiri Magicks [dathomiri-magicks] | event | set ASH #104, command/villainy, cost 6, force | If you control a Force unit, this event costs 1 resource less to play. Play up to 3 non-Vehicle units that each cost 2 or less from your discard pile for free. Daughter of Dathomir [daughter-of-dathomir] | unit | set TWI #62, vigilance, cost 4, power 3, HP 5, force/night | While this unit is undamaged, it gains Restore 2. (When this unit attacks, heal 2 damage from your base.) DDC Defender [ddc-defender] | upgrade | set ASH #210, cunning/heroism, cost 1, item/weapon | Attach to a non-Vehicle unit. Attached unit gains: “On Defense: You may deal 1 damage to a unit in this unit's arena and exhaust it.” Deadly Vulnerability [deadly-vulnerability] | upgrade | set ASH #150, aggression/villainy, cost 1, condition | If attached unit would take damage, it takes twice as much damage instead. While attached unit is defending, the attacker loses Overwhelm. Death by Droids [death-by-droids] | event | set TWI #76, vigilance, cost 5, tactic | Defeat a unit that costs 3 or less. Create 2 Battle Droid tokens. Death Field [death-field] | event | set LOF #141, aggression/villainy, cost 4, force | Deal 2 damage to each non-Vehicle enemy unit. If you control a Force unit, draw a card. Death Mark [death-mark] | upgrade | set SHD #176, aggression, cost 2, bounty/condition | Attached unit gains: “Bounty — Draw 2 cards.” (When this unit is defeated or captured, its opponent collects its bounty.) Death Space Skirmisher [death-space-skirmisher] | unit | set JTL #217, cunning, cost 3, power 3, HP 3, underworld/vehicle/fighter | When Played: If you control another space unit, you may exhaust a unit. Death Squadron Star Destroyer [death-squadron-star-destroyer] | unit | set IBH #79, vigilance/villainy, cost 7, power 5, HP 6, imperial/vehicle/capital ship | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) Death Star Plans [death-star-plans] | upgrade | set JTL #260, cost 2, item | When attached unit is attacked: The attacking player takes control of this upgrade and attaches it to a unit they control. Attached unit gains: “The first unit you play each round costs 2 resources less.” Death Star Stormtrooper [death-star-stormtrooper] | unit | set SOR #128, villainy/aggression, cost 1, power 3, HP 1, imperial/trooper Death Trooper [death-trooper] | unit | set SOR #33, villainy/vigilance, cost 3, power 3, HP 3, imperial/trooper | When Played: Deal 2 damage to a friendly ground unit and 2 damage to an enemy ground unit. Death Trooper Squad [death-trooper-squad] | unit | set ASH #242, villainy, cost 4, power 5, HP 4, imperial/trooper Death Watch Hideout [death-watch-hideout] | base | set SHD #23, aggression, HP 30 Death Watch Loyalist [death-watch-loyalist] | unit | set SHD #136, villainy/aggression, cost 3, power 3, HP 3, mandalorian/trooper | Grit (This unit gets +1/+0 for each damage on it.) Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) Deceptive Shade [deceptive-shade] | unit | set LOF #180, cunning/villainy, cost 2, power 2, HP 3, sith/undead | When Defeated: The next unit you play this phase gains Ambush for this phase. Decimator of Dissidents [decimator-of-dissidents] | unit | set JTL #138, aggression/villainy, cost 4, power 3, HP 5, imperial/vehicle/transport | If you dealt indirect damage this phase, this unit costs 1 resource less to play. Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) Dedicated Wingmen [dedicated-wingmen] | event | set JTL #254, heroism, cost 4, supply | Create 2 X-Wing tokens. Dedra Meero, Not Wasting Time [dedra-meero#not-wasting-time] | leader | set SEC #10, aggression/villainy, cost 4, power 2, HP 5, imperial/official | Leader: Action [1 resource, Exhaust]: Choose an enemy unit. Its controller may deal 2 damage to it. If they don't, draw a card. Epic Action: If you control 4 or more resources, deploy this leader. Deployed: While you have more cards in hand than an opponent, this unit gains Raid 2. (She gets +2/+0 while attacking.) Dedra Meero, With Verifiable Data [dedra-meero#with-verifiable-data] | unit | set SEC #87, command/villainy, cost 6, power 5, HP 5, imperial/official | Ambush (When you play this unit, it may attack an enemy unit.) On Attack: Create a Spy token. Defenders of the Forest [defenders-of-the-forest] | unit | set ASH #129, command, cost 5, power 5, HP 3, ewok | Ambush (When you play this unit, it may attack an enemy unit.) Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) Defense Fleet X-Wing [defense-fleet-xwing] | unit | set SEC #60, vigilance, cost 3, power 1, HP 4, new republic/vehicle/fighter | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) Defiant Hammerhead [defiant-hammerhead] | unit | set LAW #62, command/aggression, cost 6, power 6, HP 6, rebel/vehicle/capital ship | On Attack: If this unit is attacking a unit, you may give this unit +4/+0 for this attack. If you do, defeat this unit after completing this attack. Defiant Scrapper [defiant-scrapper] | unit | set LAW #106, vigilance/heroism, cost 3, power 3, HP 4, fringe | When Played: You may defeat an enemy Credit token. Del Meeko, Providing Overwatch [del-meeko#providing-overwatch] | unit | set SOR #34, vigilance/villainy, cost 3, power 3, HP 3, imperial/trooper | Restore 1 (When this unit attacks, heal 1 damage from your base.) Each event an opponent plays costs [1 resource] more. Dendup's Loyalist [dendups-loyalist] | unit | set TWI #159, aggression, cost 2, power 2, HP 3, fringe/trooper | Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) Dengar, Crude and Slovenly [dengar#crude-and-slovenly] | unit | set JTL #139, aggression/villainy, cost 4, power 5, HP 4, underworld/bounty hunter/pilot Dengar, Take Your Shot [dengar#take-your-shot] | unit | set LAW #53, command/aggression/villainy, cost 3, power 4, HP 3, underworld/bounty hunter | When a unit with the highest cost among enemy units is defeated: Create a Credit token. Use this ability only once each round. Dengar, The Demolisher [dengar#the-demolisher] | unit | set SHD #133, villainy/aggression, cost 1, power 2, HP 2, underworld/bounty hunter | When you play an upgrade on a unit: You may deal 1 damage to that unit. Depa Billaba, A Higher Purpose [depa-billaba#a-higher-purpose] | unit | set LOF #199, cunning/heroism, cost 6, power 5, HP 7, force/jedi/republic | Ambush (When you play this unit, she may attack an enemy unit.) Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) Deployed Droideka [deployed-droideka] | unit | set TS26 #77, cunning, cost 4, power 4, HP 3, separatist/droid | Ambush (When you play this unit, it may attack an enemy unit.) When Played: You may pay 2 resources. If you do, give an Experience token and a Shield token to this unit. Desert Sharpshooter [desert-sharpshooter] | unit | set ASH #170, aggression, cost 3, power 3, HP 3, twi'lek/bounty hunter | When Played: You may deal 2 damage to an upgraded ground unit. Desperado Freighter [desperado-freighter] | unit | set SHD #152, heroism/aggression, cost 5, power 5, HP 6, underworld/vehicle/transport Desperate Attack [desperate-attack] | event | set SHD #179, aggression, cost 1, tactic | Attack with a damaged unit. It gets +2/+0 for this attack. Desperate Commando [desperate-commando] | unit | set JTL #60, vigilance, cost 2, power 2, HP 2, resistance/trooper | When Defeated: You may give a unit –1/–1 for this phase. Detention Block Rescue [detention-block-rescue] | event | set SHD #180, aggression, cost 3, gambit | Deal 3 damage to a unit. If that unit is guarding any captured cards, deal 6 damage instead. Determined Recruit [determined-recruit] | unit | set JTL #159, aggression, cost 2, power 3, HP 1, resistance/pilot Devaronian Doorbuster [devaronian-doorbuster] | unit | set LAW #70, command/cunning, cost 2, power 3, HP 2, underworld | Restore 1 (When this unit attacks, heal 1 damage from your base.) Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) Devastating Gunship [devastating-gunship] | unit | set TWI #36, villainy/vigilance, cost 5, power 3, HP 5, separatist/droid/vehicle/transport | Grit (This unit gets +1/+0 for each damage on it.) When Played: Defeat an enemy unit with 2 or less remaining HP. Devastator, Hunting the Rebellion [devastator#hunting-the-rebellion] | unit | set JTL #143, aggression/villainy, cost 8, power 9, HP 6, imperial/vehicle/capital ship | You assign all indirect damage you deal to opponents. When Played: Deal 4 indirect damage to each opponent. Devastator, Inescapable [devastator#inescapable] | unit | set SOR #90, command/villainy, cost 10, power 10, HP 10, imperial/vehicle/capital ship | Sentinel Overwhelm When Played: You may deal damage to a unit equal to the number of resources you control. Devotion [devotion] | upgrade | set SOR #70, vigilance, cost 2, innate | Attached unit gains Restore 2. (When this unit attacks, heal 2 damage from its controller's base.) Dhani Pilgrim [dhani-pilgrim] | unit | set SEC #55, vigilance, cost 1, power 1, HP 3, fringe | When Played/When Defeated: Heal 1 damage from your base. Dilapidated Ski Speeder [dilapidated-ski-speeder] | unit | set JTL #248, heroism, cost 3, power 3, HP 7, resistance/vehicle/speeder | When Played: Deal 3 damage to this unit. Dinosaur Turtle [dinosaur-turtle] | unit | set ASH #131, command, cost 6, power 7, HP 7, creature Diplomatic Envoy [diplomatic-envoy] | unit | set SEC #109, command, cost 2, power 2, HP 2, republic/vehicle/transport | When Played: You may disclose Command (reveal a card from your hand with this aspect icon). If you do, the next unit you play this phase gains Ambush for this phase. Diplomatic Immunity [diplomatic-immunity] | upgrade | set SEC #52, vigilance/heroism, cost 2, law | Attached unit gains: “When this unit is attacked: You may disclose VigilanceVigilanceHeroismHeroism (reveal cards from your hand with these aspect icons among them). If you do, the attacker gets –2/–0 for this attack.” Diplomatic Pageantry [diplomatic-pageantry] | event | set ASH #231, cunning, cost 1, law | Exhaust a friendly unit and an enemy unit. If you do, give 2 Advantage tokens to that friendly unit. Direct Hit [direct-hit] | event | set JTL #78, vigilance, cost 4, tactic | Defeat a non-leader Vehicle unit. Directed by the Force [directed-by-the-force] | event | set LOF #123, command, cost 1, force | The Force is with you (create your Force token). You may play a unit from your hand (paying its cost). Director Krennic, Amidst My Achievement [director-krennic#amidst-my-achievement] | leader | set LAW #8, command/villainy, cost 7, power 4, HP 9, imperial/official | Leader: Action [Exhaust, defeat a friendly unit]: Create a Credit token. Epic Action: If you control 7 or more resources, deploy this leader. Deployed: When Deployed: Another friendly unit deals damage equal to its power to an enemy unit. Director Krennic, Aspiring to Authority [director-krennic#aspiring-to-authority] | leader | set SOR #1, vigilance/villainy, cost 5, power 2, HP 7, imperial/official | Leader: Each friendly damaged unit gets +1/+0. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: Restore 2 (When this unit attacks, heal 2 damage from your base.) Each friendly damaged unit gets +1/+0. Director Krennic, I Lose Nothing But Time [director-krennic#i-lose-nothing-but-time] | unit | set SEC #90, command/villainy, cost 9, power 8, HP 10, imperial/official | Sentinel When this unit is attacked: Discard a card from your deck. If it's a unit, you may return it to your hand. Director Krennic, On the Verge of Greatness [director-krennic#on-the-verge-of-greatness] | unit | set JTL #32, vigilance/villainy, cost 2, power 2, HP 2, imperial/official | Shielded (When you play this unit, give a Shield token to it.) The first unit you play each round that has a “When Defeated” ability costs 1 resource less. Disabling Fang Fighter [disabling-fang-fighter] | unit | set SOR #162, aggression, cost 3, power 3, HP 2, mandalorian/vehicle/fighter | When Played: You may defeat an upgrade. Disaffected Senator [disaffected-senator] | unit | set TWI #157, aggression, cost 1, power 0, HP 4, separatist/official | Action [2 resources, Exhaust]: Deal 2 damage to a base. Disarm [disarm] | event | set SOR #216, cunning, cost 1, tactic | Give an enemy unit –4/–0 for this phase. Discerning Veteran [discerning-veteran] | unit | set SHD #120, command, cost 5, power 3, HP 4, bounty hunter | When Played: This unit captures an enemy non-leader ground unit. (Put the captured card facedown under this unit until this unit leaves play.) Disciples' Devotion [disciples-devotion] | upgrade | set SEC #71, vigilance, cost 3, innate | While attached unit is exhausted, it gains Sentinel. (Enemy units in this arena must attack a Sentinel when they attack you.) Dismantle the Conspiracy [dismantle-the-conspiracy] | event | set SEC #106, command/heroism, cost 6, tactic | A friendly unit captures any number of enemy non-leader units with a total of 7 or less remaining HP. Display of Strength [display-of-strength] | event | set ASH #136, command, cost 2, tactic | Give a unit +3/+3 for this phase. Display Piece [display-piece] | event | set LAW #103, vigilance/villainy, cost 4, supply | Defeat an enemy non-leader unit. Its controller resources it from its owner's discard pile. Disruptive Burst [disruptive-burst] | event | set TWI #75, vigilance, cost 3, tactic | Give each enemy unit –1/–1 for this phase. Distant Patroller [distant-patroller] | unit | set SOR #60, vigilance, cost 2, power 2, HP 1, fringe/vehicle/fighter | When Defeated: You may give a Shield token to a [Vigilance] unit. Disturbance in the Force [disturbance-in-the-force] | event | set LOF #216, cunning, cost 1, force | If a friendly unit left play this phase, the Force is with you (create your Force token) and you may give a Shield token to a unit. Diversion [diversion] | event | set JTL #229, cunning, cost 1, gambit | Give a unit Sentinel for this phase. (Units in its arena can't attack your non-Sentinel units or your base.) DJ, Blatant Thief [dj#blatant-thief] | unit | set SHD #213, cunning, cost 3, power 3, HP 5, underworld | Smuggle [7 resources Cunning Cunning] When played using Smuggle: Take control of an enemy resource. When this unit leaves play, that resource's owner takes control of it. DJ, Need a Lift? [dj#need-a-lift] | leader | set SEC #18, cunning/cunning, cost 6, power 4, HP 6, underworld | Leader: Action [Exhaust]: Choose a friendly unit. If you do, play a unit from your hand. It costs 1 resource less. The chosen unit captures it. (When Played abilities resolve after the unit is captured.) Epic Action: If you control 6 or more resources, deploy this leader. Deployed: Saboteur Friendly units that are rescued enter play ready. Do or Do Not [do-or-do-not] | event | set LOF #175, aggression, cost 2, force | You may use the Force (lose your Force token). If you do, draw 2 cards. If you do not, draw a card. Doctor Aphra, Digging For Answers [doctor-aphra#digging-for-answers] | unit | set LAW #194, aggression, cost 4, power 4, HP 5, underworld | On Attack: Discard 3 cards from your deck. You may return an Underworld card discarded this way to your hand. Doctor Aphra, Rapacious Archaeologist [doctor-aphra#rapacious-archaeologist] | leader | set SHD #15, cunning/villainy, cost 5, power 2, HP 5, fringe | Leader: When the regroup phase starts: Discard a card from your deck. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: While there are 5 or more different costs among cards in your discard pile, this unit gets +3/+0. When Deployed: Choose 3 cards in your discard pile with different names. If you do, return 1 of them at random to your hand. Doctor Evazan, Wanted on Twelve Systems [doctor-evazan#wanted-on-twelve-systems] | unit | set SHD #185, cunning/villainy, cost 2, power 3, HP 3, underworld | Shielded (When you play this unit, give a Shield token to him.) Bounty — Ready up to 12 resources. (When this unit is defeated or captured, your opponent collects his bounty.) Doctor Pershing, Dedicated to Research [doctor-pershing#dedicated-to-research] | unit | set ASH #72, vigilance, cost 2, power 0, HP 4, new republic | Support (When you play this unit, you may attack with another unit. It gains this unit's other abilities for this attack.) On Attack: If this unit has 3 or more remaining HP, draw a card. Doctor Pershing, Experimenting With Life [doctor-pershing#experimenting-with-life] | unit | set SHD #28, villainy/vigilance, cost 2, power 0, HP 5, imperial | Action [Exhaust, deal 1 damage to a friendly unit]: Draw a card. Dogfight [dogfight] | event | set JTL #123, command, cost 1, tactic | Attack with a unit, even if it's exhausted. That unit can't attack bases for this attack. Dogged Pursuers [dogged-pursuers] | unit | set LAW #198, aggression, cost 5, power 5, HP 5, underworld/bounty hunter | When Played: You may pay 1 resource. If you do, deal 2 damage to a ground unit. Dogmatic Shock Squad [dogmatic-shock-squad] | unit | set SEC #36, vigilance/villainy, cost 6, power 4, HP 6, republic/clone/trooper | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) Plot (When you deploy a leader, you may play this card from your resources, paying its cost. Replace it with the top card of your deck.) Domesticated Loth-Cat [domesticated-lothcat] | unit | set ASH #68, vigilance, cost 1, power 1, HP 3, creature | Enemy units lose Ambush and Support. Don't Get Cocky [dont-get-cocky] | event | set SOR #223, cunning, cost 4, gambit | Choose a unit. One at a time, reveal cards from your deck until you choose to stop or have revealed 7 cards. If the combined cost of the revealed cards is 7 or less, deal that much damage to the chosen unit. Put the revealed cards on the bottom of your deck in a random order. Dooku, It Is Too Late [dooku#it-is-too-late] | unit | set LOF #211, cunning, cost 4, power 5, HP 4, force/jedi | Hidden (This unit can't be attacked if it was played this phase.) When Played: Each friendly unit with Hidden can't be attacked for this phase. Dooku's Palace [dookus-palace] | base | set TS26 #10, command, HP 27 | Epic Action: Play a unit from your hand. It costs 1 resource less for each friendly leader unit. Dooku's Solar Sailer, Beautiful and Expensive [dookus-solar-sailer#beautiful-and-expensive] | unit | set TS26 #38, vigilance/villainy, cost 3, power 2, HP 4, separatist/vehicle/transport | When Played/On Attack: If a base was healed this phase, give an Experience token to another Separatist unit. Dornean Gunship [dornean-gunship] | unit | set JTL #116, command, cost 5, power 4, HP 6, rebel/vehicle/capital ship | When Played: Deal indirect damage to a player equal to the number of Vehicle units you control. (That player assigns that much unpreventable damage among their base and units.) Dorsal Turret [dorsal-turret] | upgrade | set JTL #120, command, cost 1, modification/weapon | Attach to a Vehicle unit. Attached unit gains: “When this unit deals combat damage to a unit while attacking: Defeat that unit.” Double-Cross [doublecross] | event | set LAW #170, command, cost 6, trick | Choose a friendly non-leader unit and an enemy non-leader unit. Exchange control of those units. The player who takes control of the lower-cost unit creates Credit tokens equal to the difference between those units' costs. Dragonsnake Bog [dragonsnake-bog] | base | set ASH #24, aggression, HP 30 Drain Essence [drain-essence] | event | set LOF #41, vigilance/villainy, cost 2, force | Deal 2 damage to a unit. The Force is with you (create your Force token). Drengir Spawn [drengir-spawn] | unit | set LOF #86, command/villainy, cost 4, power 3, HP 3, creature | Overwhelm When this unit attacks and defeats a unit: Give a number of Experience tokens to this unit equal to the defeated unit's cost. Dressellian Commandos [dressellian-commandos] | unit | set SEC #100, command/heroism, cost 5, power 4, HP 5, rebel/trooper | Ambush (When you play this unit, it may attack an enemy unit.) Plot (When you deploy a leader, you may play this card from your resources, paying its cost. Replace it with the top card of your deck.) DRK-1 Probe Droid [drk1-probe-droid] | unit | set LOF #155, aggression, cost 2, power 2, HP 3, droid | When Played: You may defeat a non- (non-unique) upgrade. Droid Cohort [droid-cohort] | upgrade | set TWI #218, cunning, cost 1, supply | Attached unit gains, “When Defeated: Create a Battle Droid token.” Droid Commando [droid-commando] | unit | set TWI #81, villainy/command, cost 3, power 4, HP 3, separatist/droid/trooper | While you control another Separatist unit, this unit gains Ambush. (When you play this unit, it may ready and attack an enemy unit.) Droid Deployment [droid-deployment] | event | set TWI #237, villainy, cost 2, supply | Create 2 Battle Droid tokens. Droid Laser Turret [droid-laser-turret] | unit | set LAW #118, vigilance, cost 3, power 2, HP 1, droid | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) Shielded (When you play this unit, give a Shield token to it.) Droid Manufactory [droid-manufactory] | base | set TWI #22, command, HP 24 | When you deploy a leader: Create 2 Battle Droid tokens. Droid Missile Platform [droid-missile-platform] | unit | set JTL #162, aggression, cost 3, power 4, HP 2, separatist/droid/vehicle/transport | When Defeated: Deal 3 indirect damage to a player. (They assign 3 unpreventable damage among their base and units.) Droid Starfighter [droid-starfighter] | unit | set TWI #228, villainy, cost 1, power 1, HP 2, separatist/droid/vehicle/fighter | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) Droideka Security [droideka-security] | unit | set TWI #37, vigilance/villainy, cost 6, power 4, HP 5, separatist/droid | Exploit 2 (While playing this card, defeat up to 2 units you control. This card costs 2 resources less for each unit defeated this way.) Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) Drop In [drop-in] | event | set TWI #251, heroism, cost 4, supply | Create 2 Clone Trooper tokens. Dryden Vos, I Get All Worked Up [dryden-vos#i-get-all-worked-up] | unit | set SEC #137, aggression/villainy, cost 4, power 2, HP 5, underworld | On Attack: You may double this unit's power for this attack. If you do, this unit doesn't ready during the next regroup phase. Dryden Vos, I Never Ask Twice [dryden-vos#i-never-ask-twice] | leader | set SEC #7, command/villainy, cost 7, power 5, HP 7, underworld | Leader: Action [Exhaust, discard a card that costs 6 or more from your hand]: Play a unit that costs 5 or less from your hand (paying its cost). It gains Ambush for this phase. Epic Action: If you control 7 or more resources, deploy this leader. Deployed: Overwhelm Action [discard a card from your hand]: Play a unit from your hand (paying its cost). It gains Ambush for this phase. Dryden Vos, Offering No Escape [dryden-vos#offering-no-escape] | unit | set SHD #192, villainy/cunning, cost 7, power 5, HP 7, underworld | Shielded When Played: Choose a captured card guarded by a unit you control. You may play it for free under your control. Duchess's Champion [duchesss-champion] | unit | set TWI #54, vigilance/vigilance, cost 4, power 1, HP 8, mandalorian | While an opponent controls 3 or more units, this unit gains Sentinel. (Units in this arena can't attack your non-Sentinel units or your base.) Duchess's Investigators [duchesss-investigators] | unit | set SEC #223, cunning, cost 5, power 4, HP 4, mandalorian | When Played: You may disclose Cunning (reveal a card from your hand with this aspect icon). If you do, each opponent discards a random card from their hand. Duchess's Protector [duchesss-protector] | unit | set ASH #58, vigilance/heroism, cost 3, power 2, HP 3, mandalorian | When Defeated: Create a Mandalorian token. Dume, Redeem the Future [dume#redeem-the-future] | unit | set LOF #55, vigilance/vigilance, cost 4, power 2, HP 7, force/creature | When the regroup phase starts: Give an Experience token to each other friendly non-Vehicle unit. Durasteel Plating [durasteel-plating] | upgrade | set ASH #86, vigilance, cost 2, armor | When Played: Give a Shield token to attached unit. Dwarf Spider Droid [dwarf-spider-droid] | unit | set TWI #231, villainy, cost 4, power 3, HP 4, separatist/droid | Grit (This unit gets +1/+0 for each damage on it.) E-Web Gunner [eweb-gunner] | unit | set IBH #69, aggression/villainy, cost 3, power 0, HP 4, imperial/trooper | Raid 4 (This unit gets +4/+0 while attacking.) Eager Escort Fighter [eager-escort-fighter] | unit | set JTL #112, command, cost 3, power 4, HP 1, new republic/vehicle/fighter | Ambush (When you play this unit, it may attack an enemy unit.) Ebon Hawk, Cause and Effect [ebon-hawk#cause-and-effect] | unit | set SEC #219, cunning, cost 3, power 3, HP 3, fringe/vehicle/transport | On Attack: You may disclose Heroism and/or Villainy. If you disclosed Heroism, this unit gets +2/+0 for this attack. If you disclosed Villainy, give the defender –4/–0 for this attack. Echo, Restored [echo#restored] | unit | set SHD #99, command/heroism, cost 4, power 4, HP 4, fringe/clone | Restore 2 When Played: You may discard a card from your hand. Give 2 Experience tokens to a unit in play with the same name as the discarded card. Echo, Valiant ARC Trooper [echo#valiant-arc-trooper] | unit | set TWI #90, command/heroism, cost 2, power 2, HP 2, republic/clone/trooper | Coordinate — This unit gets +2/+2. (Gain this ability while you control 3 or more units.) Echo Base [echo-base] | base | set SOR #24, command, HP 30 Echo Base Defender [echo-base-defender] | unit | set SOR #98, command/heroism, cost 3, power 4, HP 3, rebel/trooper | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) Echo Base Engineer [echo-base-engineer] | unit | set JTL #44, vigilance/heroism, cost 2, power 2, HP 3, rebel | When Played: You may give a Shield token to a damaged Vehicle unit. Echo Caverns [echo-caverns] | base | set IBH #2, cunning, HP 20 Echo Coordinator [echo-coordinator] | unit | set IBH #7, command/heroism, cost 2, power 1, HP 5, rebel Eeth Koth, Spiritual Warrior [eeth-koth#spiritual-warrior] | unit | set LOF #97, command/heroism, cost 4, power 5, HP 4, force/jedi/republic | When Defeated: You may use the Force. If you do, put this card into play as a resource. Eighth Brother, Hunt Together [eighth-brother#hunt-together] | unit | set LOF #87, command/villainy, cost 6, power 5, HP 7, force/imperial/inquisitor | Ambush (When you play this unit, it may attack an enemy unit.) When you play another unit: You may use the Force (lose your Force token). If you do, give a unit +2/+2 for this phase. Eject [eject] | event | set JTL #126, command, cost 2, gambit | Detach a Pilot upgrade, move it to the ground arena as a unit, and exhaust it. Draw a card. Electromagnetic Pulse [electromagnetic-pulse] | event | set JTL #230, cunning, cost 1, tactic | Deal 2 damage to a Droid or Vehicle unit and exhaust it. Electrostaff [electrostaff] | upgrade | set SOR #71, vigilance, cost 2, item/weapon | Attach to a non-VEHICLE unit. While attached unit is defending, the attacker gets –1/–0. Elia Kane, False Convert [elia-kane#false-convert] | unit | set SEC #242, villainy, cost 4, power 3, HP 6, imperial/new republic | Raid 1 (This unit gets +1/+0 while attacking.) When Played: Look at 3 enemy resources. You may defeat 1 of them. If you do, its controller puts the top card of their deck into play as a resource and readies it. Elite P-38 Starfighter [elite-p38-starfighter] | unit | set TWI #181, cunning/villainy, cost 3, power 3, HP 2, separatist/vehicle/fighter | When Played/When Defeated: You may deal 1 damage to a unit. Elzar Mann, Haunted by a Vision [elzar-mann#haunted-by-a-vision] | unit | set ASH #224, cunning, cost 6, power 3, HP 7, force/jedi | While you control a Force leader, this unit enters play ready. When Played: Distribute up to 5 Advantage tokens among other friendly units. Then, an opponent searches twice that many cards from the top of their deck for an event, reveals it, and draws it. Embo, Stoic and Resolute [embo#stoic-and-resolute] | unit | set SHD #59, vigilance, cost 3, power 3, HP 4, underworld/bounty hunter | When this unit completes an attack: If the defender was defeated, heal up to 2 damage from a unit. Emergency Powers [emergency-powers] | event | set SEC #40, vigilance/villainy, cost 1, law | Choose a non-leader unit and pay any number of resources. For each resource paid this way, give an Experience token to the chosen unit. Emissaries from Ryloth [emissaries-from-ryloth] | unit | set SEC #206, cunning/heroism, cost 5, power 4, HP 6, republic/twi'lek/official | When Played: You may give a unit –3/–0 for this phase. Emissary's Sheathipede [emissarys-sheathipede] | unit | set SEC #215, cunning, cost 2, power 2, HP 4, separatist/vehicle/transport | When Defeated: Each opponent may ready a resource. Emperor Palpatine, According to My Design [emperor-palpatine#according-to-my-design] | leader | set ASH #15, cunning/villainy, cost 7, power 4, HP 8, force/imperial/sith/official | Leader: Action [Exhaust]: Choose an exhausted friendly unit. Give an Advantage token to it for each other friendly unit. Epic Action: If you control 7 or more resources, deploy this leader. Deployed: On Attack: You may choose another exhausted friendly unit. If you do, give an Advantage token to it for each other friendly unit. Emperor Palpatine, Galactic Ruler [emperor-palpatine#galactic-ruler] | leader | set SOR #6, command/villainy, cost 8, power 4, HP 10, force/imperial/sith/official | Leader: Action [1 resource, exhaust, defeat a friendly unit]: Deal 1 damage to a unit and draw a card. Epic Action: If you control 8 or more resources, deploy this leader. Deployed: When Deployed: Take control of a damaged non-leader unit. On Attack: You may defeat another friendly unit. If you do, deal 1 damage to a unit and draw a card. Emperor Palpatine, Master of the Dark Side [emperor-palpatine#master-of-the-dark-side] | unit | set SOR #135, aggression/villainy, cost 8, power 6, HP 6, force/imperial/sith/official | Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) When Played: Deal 6 damage divided as you choose among enemy units. Emperor's Champion [emperors-champion] | unit | set ASH #193, cunning/villainy, cost 4, power 3, HP 5, imperial | Shielded (When you play this unit, give a Shield token to it.) Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) Emperor's Messenger [emperors-messenger] | unit | set ASH #189, cunning/villainy, cost 1, power 0, HP 3, imperial/droid | Support (When you play this unit, you may attack with another unit. It gains this unit's other abilities for this attack.) On Attack: Ready a resource. Emperor's Observatory [emperors-observatory] | base | set ASH #25, cunning, HP 30 Emperor's Royal Guard [emperors-royal-guard] | unit | set SOR #82, command/villainy, cost 3, power 3, HP 4, imperial | While you control an OFFICIAL unit, this unit gains Sentinel. While you control Emperor Palpatine (as a leader or unit), this unit gets +0/+1. Emperor's Throne Room [emperors-throne-room] | base | set ASH #21, command, HP 30 Encircle [encircle] | event | set TS26 #61, command, cost 5, tactic | This event costs 1 resource less to play for each friendly unit. A friendly unit captures an enemy non-leader unit in the same arena. (Put the captured card facedown under that unit until that unit leaves play.) Encouraging Leadership [encouraging-leadership] | event | set TWI #126, command, cost 3, learned | Give each friendly unit +1/+1 for this phase. Endless Legions [endless-legions] | event | set SHD #109, command/command, cost 14, supply | Reveal any number of resources you control. Play each unit revealed this way for free (one at a time). Energy Conversion Lab [energy-conversion-lab] | base | set SOR #22, command, HP 25 | Epic Action: Play a unit that costs 6 resources or less from your hand. Give it AMBUSH for this phase. Enforced Loyalty [enforced-loyalty] | event | set SHD #108, command/command, cost 2, law | Defeat a friendly unit. If you do, draw 2 cards. Enforcer Squadron [enforcer-squadron] | unit | set SEC #138, aggression/villainy, cost 4, power 5, HP 3, republic/vehicle/fighter | Hidden (This unit can't be attacked if it was played this phase.) Enfys Nest, Champion of Justice [enfys-nest#champion-of-justice] | unit | set TWI #198, cunning/heroism, cost 7, power 5, HP 7, underworld | Saboteur When Played/On Attack: You may return an enemy non-leader unit with less power than this unit to its owner's hand. Enfys Nest, Marauder [enfys-nest#marauder] | unit | set SHD #219, cunning, cost 6, power 5, HP 4, underworld | Ambush (When you play this unit, it may ready and attack an enemy unit.) While a friendly unit (including this one) is attacking using Ambush, the defender gets –3/–0. Enfys Nest, Until We Can Go No Higher [enfys-nest#until-we-can-go-no-higher] | leader | set LAW #14, aggression/heroism, cost 5, power 3, HP 7, underworld | Leader: When you use an “On Attack” ability: You may pay 2 resources and exhaust this leader. If you do, use that ability again. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: When you use an “On Attack” ability: You may use that ability again. Use this ability only once each round. Enfys Nest's Helmet [enfys-nests-helmet] | upgrade | set LAW #186, aggression/heroism, cost 2, item/armor | Attach to a non-Vehicle unit. Attached unit gains: “On Attack: You may give another unit +3/+0 for this phase.” Enoch, Solemn Servant [enoch#solemn-servant] | unit | set ASH #27, vigilance/command/villainy, cost 4, power 4, HP 5, imperial/trooper | When Defeated: You may deal up to 6 damage to your base. The next unit you play this phase costs 1 resource less for every 2 damage dealt this way. Enterprising Lackeys [enterprising-lackeys] | unit | set SHD #107, command/command, cost 4, power 5, HP 5, underworld | When Defeated: You may defeat a friendly resource. If you do, put this unit into play as a resource. Smuggle [6 resources Command Command] Enticing Reward [enticing-reward] | upgrade | set SHD #222, cunning, cost 1, bounty/condition | Attached unit gains: “Bounty — Search the top 10 cards of your deck for 2 non-unit cards, reveal them, and draw them. (Put the other cards on the bottom of your deck in a random order.) Then, if this unit isn't unique, discard a card from your hand.” Entrenched [entrenched] | upgrade | set SOR #72, vigilance, cost 2, condition | Attached unit can't attack bases. Ephant Mon, Head of Security [ephant-mon#head-of-security] | unit | set SHD #88, command/villainy, cost 5, power 4, HP 6, underworld | On Attack: Choose an enemy non-leader unit that attacked your base this phase. A friendly unit in the same arena captures that unit. (Put the captured card facedown under the friendly unit until the friendly unit leaves play.) Equalize [equalize] | event | set TWI #55, vigilance/vigilance, cost 3, tactic | Give a unit –2/–2 for this phase. Then, if you control fewer units than that unit's controller, give another unit –2/–2 for this phase. Escape Pod [escape-pod] | unit | set SEC #56, vigilance, cost 1, power 0, HP 3, vehicle/transport | When Played: You may have this unit capture a friendly non-Vehicle, non-leader unit. Escort Skiff [escort-skiff] | unit | set SOR #114, command, cost 4, power 4, HP 4, underworld/vehicle/speeder | While you control another [Command] unit, this unit gains Ambush. (After you play this unit, it may ready and attack an enemy unit.) Eta-2 Light Interceptor [eta2-light-interceptor] | unit | set TWI #244, heroism, cost 5, power 3, HP 4, republic/vehicle/fighter | Restore 2 (When this unit attacks, heal 2 damage from your base.) Evacuate [evacuate] | event | set SHD #233, cunning, cost 6, tactic | Return each non-leader unit to its owner's hand. Evacuation Escort [evacuation-escort] | unit | set IBH #12, cunning, cost 2, power 2, HP 2, rebel/vehicle/fighter Evade Arrest [evade-arrest] | event | set TS26 #82, cunning, cost 3, trick | Exhaust any number of non- units. Evasive Maneuver [evasive-maneuver] | event | set JTL #262, cost 2, trick | Exhaust a unit. Every Day, More Lies [every-day-more-lies] | event | set LAW #204, aggression, cost 1, innate | Each player discards a card from their hand. Evidence of the Crime [evidence-of-the-crime] | event | set SHD #77, vigilance, cost 3, trick | Take control of an upgrade that costs 3 or less and attach it to an eligible unit of your choice. Evil is Everywhere [evil-is-everywhere] | event | set SEC #247, villainy, cost 3, disaster | Defeat a unit with cost equal to or less than the number of Villainy aspect icons among friendly units. Eviscerator, Burn Them Away [eviscerator#burn-them-away] | unit | set ASH #149, aggression/villainy, cost 8, power 9, HP 7, imperial/vehicle/capital ship | Advantage tokens on friendly units lose all abilities. (They aren't defeated after combat.) When Played/On Attack: Give 2 Advantage tokens to each other friendly unit. Ewok Warrior [ewok-warrior] | unit | set ASH #166, aggression, cost 2, power 3, HP 2, ewok | Hidden (This unit can't be attacked if it was played this phase.) Execute Order 66 [execute-order-66] | event | set TWI #239, villainy, cost 4, plan | Deal 6 damage to each Jedi unit. For each unit defeated this way, its controller creates a Clone Trooper token. Executioner's Arena [executioners-arena] | base | set TS26 #11, aggression, HP 27 | Epic Action: For each friendly leader unit, you may deal 2 damage to a unit. Executor, Final Destruction of the Alliance [executor#final-destruction-of-the-alliance] | unit | set ASH #197, cunning/villainy, cost 8, power 5, HP 12, imperial/vehicle/capital ship | This unit gets +1/+0 for each upgrade on other friendly units. When Played: Give an Advantage token to each other friendly unit. Executor, Might of the Empire [executor#might-of-the-empire] | unit | set JTL #90, command/villainy, cost 11, power 12, HP 12, imperial/vehicle/capital ship | Overwhelm When Played/On Attack/When Defeated: Create 3 TIE Fighter tokens. Exegol Patroller [exegol-patroller] | unit | set LOF #80, command/villainy, cost 2, power 3, HP 1, first order/sith/vehicle/fighter | Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) Exiled from the Force [exiled-from-the-force] | upgrade | set SEC #54, vigilance/vigilance, cost 1, condition | Attached unit loses the Force trait and all abilities except for Grit. Attached unit gains Grit. Expendable Mercenary [expendable-mercenary] | unit | set LAW #159, command, cost 4, power 3, HP 3, underworld/bounty hunter | When Defeated: You may resource this unit from its owner's discard pile. Experience [experience] | upgrade | set SOR, cost 0, learned Exploit Advantage [exploit-advantage] | event | set ASH #246, villainy, cost 2, tactic | Defeat a friendly upgrade. If you do, draw 2 cards. Eye of Sion, Delivered from Exile [eye-of-sion#delivered-from-exile] | unit | set ASH #245, villainy, cost 7, power 5, HP 8, imperial/vehicle/transport | Action [Exhaust]: Search the top 8 cards of your deck for a unit that costs the same as or less than this unit's power. Play it for free. It enters play ready. Eye of Sion, To Peridea [eye-of-sion#to-peridea] | unit | set LOF #88, command/villainy, cost 6, power 4, HP 7, imperial/vehicle/transport | Hidden Ambush Overwhelm Restore 1 Ezra Bridger, Attuned With Life [ezra-bridger#attuned-with-life] | unit | set LOF #46, vigilance/heroism, cost 3, power 3, HP 5, force/jedi/rebel/spectre | On Attack: You may give an Experience token to another Creature or Spectre unit. Ezra Bridger, It's Now or Never [ezra-bridger#its-now-or-never] | leader | set ASH #13, aggression/heroism, cost 5, power 3, HP 6, force/jedi/rebel/spectre | Leader: When a friendly unit's attack ends: If it dealt 3 or more combat damage to a base, you may exhaust this leader. If you do, give an Advantage token to a different unit. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) When a friendly unit's attack ends: If it dealt 3 or more combat damage to a base, you may give an Advantage token to a different unit. Ezra Bridger, Resourceful Troublemaker [ezra-bridger#resourceful-troublemaker] | unit | set SOR #192, cunning/heroism, cost 3, power 3, HP 4, force/rebel/spectre | When this unit completes an attack: Look at the top card of your deck. You may play it, discard it, or leave it on top of your deck. Ezra Bridger, Spectre Six [ezra-bridger#spectre-six] | unit | set LAW #35, vigilance/command/heroism, cost 4, power 4, HP 5, force/rebel/spectre | Raid 1 (This unit gets +1/+0 while attacking.) When Played: You may heal 2 damage from a unit. If you control a Aggression or Cunning unit, you may heal 4 damage from a unit instead. Ezra Bridger, The Force is All I Need [ezra-bridger#the-force-is-all-i-need] | unit | set ASH #209, cunning/heroism, cost 6, power 6, HP 6, force/jedi/spectre | Support (When you play this unit, you may attack with another unit. It gains this unit's other abilities for this attack.) On Attack: If this unit is upgraded, you may give a unit –3/–0 for this phase. Face Off [face-off] | event | set JTL #178, aggression, cost 3, tactic | If no player has taken the initiative this phase, you may ready an enemy unit. If you do, ready a friendly unit in the same arena. Faith in the Empire [faith-in-the-empire] | upgrade | set ASH #262, cost 2, imperial | This upgrade costs 1 resource less to play on an Imperial unit. Faith in Your Friends [faith-in-your-friends] | event | set SEC #211, cunning/heroism, cost 2, gambit | Search the top 3 cards of your deck for a card and draw it. Then, you may disclose CunningCunningCunningHeroismHeroism (reveal cards from your hand with these aspect icons among them). If you do, create 2 Spy tokens. Falchion Ion Tank [falchion-ion-tank] | unit | set TWI #65, vigilance, cost 6, power 4, HP 6, republic/vehicle/tank | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) Fallen Jedi [fallen-jedi] | unit | set LOF #230, villainy, cost 3, power 3, HP 4, force/jedi Fallen Lightsaber [fallen-lightsaber] | upgrade | set SOR #137, aggression/villainy, cost 3, item/weapon/lightsaber | Attach to a non-Vehicle unit. If attached unit is a Force unit, it gains: "On Attack: Deal 1 damage to each ground unit the defending player controls." Fang Fighter Squadron [fang-fighter-squadron] | unit | set ASH #130, command, cost 5, power 5, HP 5, mandalorian/vehicle/transport | Support (When you play this unit, you may attack with another unit. It gains this unit's other abilities for this attack.) Far Far Away [far-far-away] | event | set ASH #236, cunning, cost 3, gambit | Return a friendly non-leader unit to its owner's hand. If you do, return an enemy non-leader unit to its owner's hand. Fateful Goodbye [fateful-goodbye] | event | set ASH #211, cunning/heroism, cost 2, innate | If a friendly unit left play this phase, distribute 3 Advantage tokens among friendly units. If a friendly leader unit left play this phase, distribute 5 Advantage tokens instead. Favorable Delegate [favorable-delegate] | unit | set TWI #208, cunning, cost 2, power 1, HP 5, republic/official | When Played: Draw a card. When Defeated: Discard a card from your hand. Fear and Dead Men [fear-and-dead-men] | event | set LAW #179, aggression/villainy, cost 7, tactic | This card costs 1 resource less to play for each card discarded from your hand this phase. Deal 4 damage to each enemy ground unit. Fearless Attack [fearless-attack] | event | set TS26 #84, heroism, cost 4, tactic | Attack with a unit. It gets +1/+0 for this attack for each unit controlled by the defending player. Fell the Dragon [fell-the-dragon] | event | set SHD #78, vigilance, cost 4, tactic | Defeat a non-leader unit with 5 or more power. Fenn Rau, Protector of Concord Dawn [fenn-rau#protector-of-concord-dawn] | unit | set SHD #67, vigilance, cost 6, power 5, HP 6, mandalorian | When Played: You may play an upgrade from your hand. It costs 2 resources less. When you play an upgrade on this unit: Give an enemy unit –2/–2 for this phase. Fennec Shand, Honoring the Deal [fennec-shand#honoring-the-deal] | leader | set SHD #16, cunning/heroism, cost 5, power 4, HP 4, underworld | Leader: Action [1 resource, Exhaust]: Play a unit that costs 4 or less from your hand (paying its cost). Give it Ambush for this phase. (After you play the unit, it may ready and attack an enemy unit.) Epic Action: If you control 5 or more resources, deploy this leader. Deployed: Saboteur (When this unit attacks, ignore Sentinel and defeat the defender’s Shields.) Action: Play a unit that costs 4 or less from your hand (paying its cost). Give it Ambush for this phase. Fennec Shand, Loyal Sharpshooter [fennec-shand#loyal-sharpshooter] | unit | set SHD #220, cunning, cost 7, power 4, HP 6, underworld | Ambush (When you play this unit, it may ready and attack an enemy unit.) On Attack: Deal 1 damage to the defender (if it's a unit) for each different cost among cards in your discard pile. Fennec Shand, Ready for War [fennec-shand#ready-for-war] | leader | set ASH #2, aggression/cunning, cost 4, power 3, HP 4, underworld | Leader: Action [1 resource, Exhaust, exhaust a friendly unit]: Play a unit from your hand (paying its cost). It enters play ready. Epic Action: If you control 4 or more resources, deploy this leader. Deployed: Saboteur Action [1 resource, exhaust a friendly unit]: Play a unit from your hand. It enters play ready. Fennec Shand, The Galaxy Is Dangerous [fennec-shand#the-galaxy-is-dangerous] | unit | set ASH #192, cunning/villainy, cost 3, power 3, HP 3, underworld/bounty hunter | Ambush (When you play this unit, she may attack an enemy unit.) Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) Ferrix Uprising [ferrix-uprising] | event | set SEC #130, command, cost 4, tactic | Deal damage to a unit equal to twice the number of units you control in its arena. Ferry Droid [ferry-droid] | unit | set ASH #218, cunning, cost 3, power 1, HP 5, droid | When Played: Give 4 Advantage tokens to this unit. Fervor [fervor] | event | set TS26 #72, aggression, cost 5, innate | Ready a unit. Deal 3 damage to a unit. Fett's Firespray, Feared Silhouette [fetts-firespray#feared-silhouette] | unit | set JTL #240, villainy, cost 4, power 4, HP 4, underworld/vehicle/transport | When Played/On Attack: Deal 1 indirect damage to a player. If you control Boba Fett (as a unit, upgrade, or leader), deal 2 indirect damage instead. (They assign unpreventable damage among their base and units.) Fett's Firespray, In Pursuit [fetts-firespray#in-pursuit] | unit | set LAW #252, villainy, cost 6, power 4, HP 6, underworld/vehicle/transport | Ambush When Attack Ends: If the defending unit was defeated, create a Credit token. Fett's Firespray, Pursuing the Bounty [fetts-firespray#pursuing-the-bounty] | unit | set SOR #184, cunning/villainy, cost 6, power 5, HP 6, underworld/vehicle/transport | When Played: If you control Boba Fett or Jango Fett (as a leader or unit), ready this unit. Action [2 resources]: Exhaust a non-unique unit. Fiery Alliance [fiery-alliance] | upgrade | set TS26 #25, command/aggression, cost 2, innate | When Played: You may deal 1 damage to another friendly unit and attack with it. Fifth Brother, Fear Hunter [fifth-brother#fear-hunter] | unit | set SOR #131, aggression/villainy, cost 3, power 2, HP 4, force/imperial/inquisitor | This unit gains Raid 1 for each damage on him. (He gets +1/+0 while attacking for each damage on him.) On Attack: You may deal 1 damage to this unit and 1 damage to another ground unit. Fight Fire With Fire [fight-fire-with-fire] | event | set JTL #173, aggression, cost 1, gambit | Choose a friendly unit and an enemy unit in the same arena. If you do, deal 3 damage to each of them. Fighters for Freedom [fighters-for-freedom] | unit | set SOR #143, aggression/heroism, cost 3, power 3, HP 4, rebel/trooper | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) When you play another [Aggression] card: You may deal 1 damage to a base. Figure of Unity [figure-of-unity] | upgrade | set SEC #104, command/heroism, cost 3, innate | Attach to a unit. Attached unit gains: “While this unit is ready, each other friendly unit gains Overwhelm, Raid 1, and Restore 1.” Final Showdown [final-showdown] | event | set SHD #208, cunning/cunning, cost 6, gambit | Ready each unit you control. At the start of the regroup phase, you lose the game. Finalizer, Might of the First Order [finalizer#might-of-the-first-order] | unit | set SHD #92, command/villainy, cost 11, power 11, HP 11, first order/vehicle/capital ship | Overwhelm When Played: Choose any number of friendly units. Each of those units captures an enemy non-leader unit in the same arena. Finn, Looking Closer [finn#looking-closer] | unit | set LAW #95, cunning/vigilance, cost 6, power 6, HP 5, resistance | Ambush (When you play this unit, he may attack an enemy unit.) On Attack: You may give a Shield token to a non- unit. Finn, On the Run [finn#on-the-run] | unit | set TWI #53, vigilance/vigilance, cost 3, power 3, HP 4, fringe/trooper | When this unit completes an attack: Choose a unique unit. For this phase, if damage would be dealt to that unit, prevent 1 of that damage. Finn, This is a Rescue [finn#this-is-a-rescue] | leader | set SHD #3, heroism/vigilance, cost 5, power 4, HP 6, fringe/trooper | Leader: Action [Exhaust]: Defeat a friendly upgrade on a unit. If you do, give a Shield token to that unit. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: On Attack: You may defeat a friendly upgrade on a unit. If you do, give a Shield token to that unit. Fire Across the Galaxy [fire-across-the-galaxy] | event | set LAW #256, heroism, cost 6, spectre | Use any number of “When Played” abilities on friendly Spectre units. Fireball, An Explosion With Wings [fireball#an-explosion-with-wings] | unit | set JTL #198, cunning/heroism, cost 2, power 3, HP 3, resistance/vehicle/fighter | Ambush (When you play this unit, it may attack an enemy unit.) When the regroup phase starts: Deal 1 damage to this unit. First Battle Memorial [first-battle-memorial] | base | set TS26 #9, vigilance, HP 27 | Epic Action: For each friendly leader unit, give an Experience token to a unit. First Legion Snowtrooper [first-legion-snowtrooper] | unit | set SOR #130, aggression/villainy, cost 2, power 2, HP 3, imperial/trooper | While attacking a damaged unit, this unit gets +2/+0 and gains Overwhelm. (Deal excess damage to the opponent's base.) First Legion Trooper [first-legion-trooper] | unit | set IBH #55, vigilance/villainy, cost 3, power 3, HP 4, imperial/trooper First Light, Headquarters of the Crimson Dawn [first-light#headquarters-of-the-crimson-dawn] | unit | set SHD #36, villainy/vigilance, cost 7, power 4, HP 7, underworld/vehicle/transport | Grit Each other friendly non-leader unit gains Grit. Smuggle [7 resources Vigilance Villainy, deal 4 damage to a friendly unit] First Light, Threatening Elegance [first-light#threatening-elegance] | unit | set SEC #88, command/villainy, cost 7, power 5, HP 7, underworld/vehicle/transport | Ambush When this unit attacks and defeats a unit: You may draw a card. Plot First Order Stormtrooper [first-order-stormtrooper] | unit | set JTL #132, aggression/villainy, cost 1, power 2, HP 1, first order/trooper | On Attack/When Defeated: Deal 1 indirect damage to a player. (They assign 1 unpreventable damage among their base and units.) First Order TIE Fighter [first-order-tie-fighter] | unit | set JTL #81, command/villainy, cost 1, power 2, HP 1, first order/vehicle/fighter | While you control a token unit, this unit gains Raid 1. (It gets +1/+0 while attacking.) Fives, I Have Proof! [fives#i-have-proof] | unit | set TS26 #34, cunning/vigilance/heroism, cost 6, power 6, HP 6, republic/clone/trooper | Sentinel You may have this unit enter play with the ”When Played” abilities of another unit in play. Fives, In Search of Truth [fives#in-search-of-truth] | unit | set TWI #216, cunning, cost 5, power 5, HP 5, republic/clone/trooper | Saboteur When you play an event: You may put a Clone unit from your discard pile on the bottom of your deck. If you do, draw a card. Flanking Fang Fighter [flanking-fang-fighter] | unit | set JTL #257, cost 3, power 2, HP 3, mandalorian/vehicle/fighter | While you control another Fighter unit, this unit gains Raid 2. (It gets +2/+0 while attacking.) Flanking TIE Interceptor [flanking-tie-interceptor] | unit | set ASH #215, cunning, cost 2, power 2, HP 2, imperial/vehicle/fighter | Support (When you play this unit, you may attack with another unit. It gains this unit's other abilities for this attack.) Flarestar Attack Shuttle [flarestar-attack-shuttle] | unit | set ASH #167, aggression, cost 2, power 2, HP 1, underworld/vehicle/fighter | When Played/When Defeated: You may give an Advantage token to a unit. Flash the Vents [flash-the-vents] | event | set LAW #205, aggression, cost 1, gambit | Attack with a unit. It gets +2/+0 and gains Overwhelm for this attack. After completing this attack, if that unit damaged a base, defeat that unit. Fleet Interdictor [fleet-interdictor] | unit | set JTL #40, vigilance/villainy, cost 7, power 6, HP 6, imperial/vehicle/capital ship | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) When Defeated: You may defeat a space unit that costs 3 or less. Fleet Lieutenant [fleet-lieutenant] | unit | set SOR #240, heroism, cost 3, power 3, HP 3, rebel/trooper | When Played: You may attack with a unit. If it's a Rebel unit, it gets +2/+0 for this attack. Flight of the Inquisitor [flight-of-the-inquisitor] | event | set LOF #240, villainy, cost 2, tactic | You may return a Force unit and a Lightsaber upgrade from your discard pile to your hand. Fly Casual [fly-casual] | event | set JTL #206, cunning/heroism, cost 1, trick | Ready a Vehicle unit. It can't attack bases for this phase. FN Trooper Corps [fn-trooper-corps] | unit | set SEC #243, villainy, cost 5, power 4, HP 5, first order/trooper | When Played: Give an Experience token to another friendly unit. Plot (When you deploy a leader, you may play this card from your resources, paying its cost. Replace it with the top card of your deck.) Focus Determines Reality [focus-determines-reality] | event | set LOF #152, aggression/heroism, cost 2, force | Each friendly Force unit gains Raid 1 and Saboteur for this phase. Focus Fire [focus-fire] | event | set JTL #129, command, cost 4, tactic | Choose a unit. Each friendly Vehicle unit in the same arena deals damage equal to its power to that unit. Follow Me [follow-me] | event | set ASH #184, aggression, cost 1, tactic | Attack with a unit. After completing the attack, give 3 Advantage tokens to a unit. Follower of the Code [follower-of-the-code] | unit | set LAW #153, command, cost 2, power 2, HP 3, droid/bounty hunter | Restore 1 (When this unit attacks, heal 1 damage from your base.) Follower of The Way [follower-of-the-way] | unit | set SHD #56, vigilance, cost 2, power 1, HP 3, mandalorian | While this unit is upgraded, it gets +1/+1. Following the Path [following-the-path] | event | set LOF #103, command/heroism, cost 1, plan | Search the top 8 cards of your deck for up to 2 Force units, reveal them, and put them on top of your deck in any order. (Put the other cards on the bottom of your deck in a random order.) For a Cause I Believe In [for-a-cause-i-believe-in] | event | set SOR #152, aggression/heroism, cost 3, innate | Reveal the top 4 cards of your deck. For each [Heroism] card revealed this way, deal 1 damage to an enemy base. You may discard any of the revealed cards and put the rest back on top of your deck in any order. For The Republic [for-the-republic] | upgrade | set TWI #51, vigilance/heroism, cost 3, republic | If you control 3 or more Republic units, this upgrade costs 2 resources less to play. Attached unit gains: “Coordinate — Restore 2.” Force Choke [force-choke] | event | set SOR #139, aggression/villainy, cost 2, force | If you control a FORCE unit, this event costs [1 resource] less to play. Deal 5 damage to a non-VEHICLE unit. That unit's controller draws a card. Force Illusion [force-illusion] | event | set LOF #223, cunning, cost 2, force/trick | Exhaust an enemy unit. A friendly unit gains Sentinel for this phase. Force Lightning [force-lightning] | event | set SOR #138, aggression/villainy, cost 1, force | Choose a unit. It loses all abilities for this phase. Then, if you control a FORCE unit, pay any number of resources and deal 2 damage to the chosen unit for each resource paid this way. Force Slow [force-slow] | event | set LOF #217, cunning, cost 1, force | Give an exhausted unit –8/–0 for this phase. Force Speed [force-speed] | event | set LOF #205, cunning/cunning, cost 1, force | Attack with a unit. For this attack, it gains: “On Attack: Return any number of non- (non-unique) upgrades attached to the defender to their owners' hands.” Force Throw [force-throw] | event | set SOR #167, aggression, cost 1, force | Choose a player. That player discards a card from their hand. Then, if you control a FORCE unit, you may deal damage to a unit equal to the cost of the discarded card. Forced Surrender [forced-surrender] | event | set SOR #175, aggression, cost 6, plan | Draw 2 cards. Each opponent whose base you've damaged this phase discards 2 cards from their hand. Foresight [foresight] | upgrade | set TWI #68, vigilance, cost 1, learned | Attached unit gains: “When the regroup phase starts (before drawing cards): Name a card, then look at the top card of your deck. If it's the named card, you may reveal and draw it.” Forest Patroller [forest-patroller] | unit | set ASH #96, command/villainy, cost 3, power 3, HP 4, imperial/trooper | Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) Restore 1 (When this unit attacks, heal 1 damage from your base.) Forged Starfighter [forged-starfighter] | unit | set LOF #228, villainy, cost 1, power 1, HP 1, sith/vehicle/fighter | Hidden (This unit can't be attacked if it was played this phase.) Raid 1 (This unit gets +1/+0 while attacking.) Fortress of the Great Mothers [fortress-of-the-great-mothers] | base | set ASH #19, vigilance, HP 30 Fortress Vader [fortress-vader] | base | set LOF #26, aggression, HP 28 | When a friendly Force unit attacks: The Force is with you (create your Force token). Fortune and Glory, Hondo's Luxury Yacht [fortune-and-glory#hondos-luxury-yacht] | unit | set TS26 #27, command/cunning, cost 4, power 3, HP 5, underworld/vehicle/transport | When Played: This unit captures a non‑leader unit. Bounty — A friendly unit captures a non‑leader unit. (When this unit is defeated or captured, your opponent collects its bounty.) Forward Command Post [forward-command-post] | base | set IBH #54, vigilance, HP 20 Foundling [foundling] | upgrade | set SHD #69, vigilance, cost 1, mandalorian | Attached unit gains the Mandalorian trait. Foundling Rescue [foundling-rescue] | event | set ASH #92, vigilance, cost 4, plan | You may defeat a unit with 2 or less remaining HP. Create a Mandalorian token. Freelance Assassin [freelance-assassin] | unit | set TWI #212, cunning, cost 3, power 4, HP 2, underworld | When Played: You may pay 2 resources. If you do, deal 2 damage to a unit. Freetown [freetown] | base | set ASH #26, cunning, HP 30 Freetown Backup [freetown-backup] | unit | set SHD #97, command/heroism, cost 2, power 1, HP 4, fringe | On Attack: Give another friendly unit +2/+2 for this phase. Smuggle [4 resources Command Heroism] (If this card is a resource, you may play it for its smuggle cost. Replace it with the top card of your deck.) Frisk, Vanguard Loudmouth [frisk#vanguard-loudmouth] | unit | set JTL #148, aggression/heroism, cost 2, power 3, HP 2, new republic/pilot From a Certain Point of View [from-a-certain-point-of-view] | event | set LAW #264, cost 1, learned | Play a card from your hand, ignoring its aspect penalties. Frontier AT-RT [frontier-atrt] | unit | set SOR #249, cost 4, power 3, HP 5, vehicle/walker | While you control another VEHICLE unit, this unit gains Ambush. (After you play this unit, it may ready and attack an enemy unit.) Frontier Trader [frontier-trader] | unit | set SHD #214, cunning, cost 3, power 2, HP 2, fringe/jawa | When Played: You may return a resource you control to its owner's hand. If you do, you may put the top card of your deck into play as a resource. Frontline Shuttle [frontline-shuttle] | unit | set SOR #110, command, cost 2, power 1, HP 3, vehicle/transport | Action [defeat this unit]: Attack with a unit, even if it's exhausted. It can't attack bases for this attack. Frozen in Carbonite [frozen-in-carbonite] | upgrade | set SHD #193, villainy/cunning, cost 3, condition | Attach to a non-leader unit. Attached unit can't ready. When Played: Exhaust attached unit. Fugitive Wookiee [fugitive-wookiee] | unit | set SHD #211, cunning, cost 2, power 3, HP 3, wookiee | Bounty — Exhaust a unit. (When this unit is defeated or captured, your opponent collects its bounty.) Fulcrum [fulcrum] | upgrade | set LAW #150, command/heroism, cost 5, rebel | Attach to a non-Vehicle unit. Attached unit gains the Rebel trait and “Each other friendly Rebel unit gets +2/+2.” Full of Surprises [full-of-surprises] | event | set ASH #232, cunning, cost 2, trick | Return an upgrade that costs 2 or less to its owner's hand. Give a Shield token to a unit. Fully Armed and Operational [fully-armed-and-operational] | event | set SEC #194, cunning/villainy, cost 1, trick | If an opponent attacked your base during their previous action this phase, play a unit from your hand. Give it Ambush for this phase. Plot Fulminatrix, Fleet Killer [fulminatrix#fleet-killer] | unit | set SEC #142, aggression/villainy, cost 8, power 9, HP 7, first order/vehicle/capital ship | When Played/On Attack: You may deal 4 damage to a ground unit. Furtive Handmaiden [furtive-handmaiden] | unit | set SEC #197, cunning/heroism, cost 1, power 2, HP 2, naboo | On Attack: You may discard a card from your hand. If you do, draw a card. Galactic Ambition [galactic-ambition] | event | set SOR #235, villainy, cost 7, innate | Play a non-[Heroism] unit from your hand for free. Deal damage to your base equal to its cost. Galactic Escalation [galactic-escalation] | event | set TS26 #56, command, cost 2, supply | Each player resources the top card of their deck. Galen Erso, Destroying His Creation [galen-erso#destroying-his-creation] | unit | set LAW #233, cunning, cost 3, power 0, HP 5, imperial | When Played: You may have an opponent take control of this unit. Enemy units gain Raid 1 and Saboteur. Galen Erso, You'll Never Win [galen-erso#youll-never-win] | unit | set SEC #46, vigilance/heroism, cost 4, power 3, HP 5, imperial | When Played: Name a card. While this unit is in play, each non-leader card an opponent owns with that name, including those not in play, loses all abilities (and can't gain abilities). Plot Gallius Rax, Counselor to the Empire [gallius-rax#counselor-to-the-empire] | unit | set ASH #100, command/villainy, cost 6, power 4, HP 7, imperial/official | Other friendly units with 2 or more different keywords get +2/+2. Gallofree Transport [gallofree-transport] | unit | set ASH #254, heroism, cost 4, power 3, HP 5, rebel/vehicle/transport | When Defeated: Give 2 Advantage tokens to a friendly unit. Galvanized Leap [galvanized-leap] | event | set ASH #188, aggression, cost 4, force | Ready a unit that was damaged this phase. Gamorrean Guards [gamorrean-guards] | unit | set SOR #211, cunning, cost 4, power 4, HP 4, underworld | While you control another [Cunning] unit, this unit gains Sentinel. (Units in this arena can't attack your non-Sentinel units or your base.) Gamorrean Retainer [gamorrean-retainer] | unit | set SHD #112, command, cost 2, power 3, HP 2, underworld | While you control another Command unit, this unit gains Sentinel. (Units in this arena can't attack your non-Sentinel units or your base.) Gar Saxon, Coveting Power [gar-saxon#coveting-power] | unit | set ASH #47, vigilance/villainy, cost 3, power 3, HP 4, mandalorian/trooper | When you play an upgrade on this unit: You may create a Mandalorian token. Use this ability only once each round. Gar Saxon, Sundari Pillager [gar-saxon#sundari-pillager] | unit | set TS26 #21, command/aggression/villainy, cost 3, power 1, HP 5, mandalorian/trooper | Hidden Overwhelm Raid 2 Restore 2 Gar Saxon, Viceroy of Mandalore [gar-saxon#viceroy-of-mandalore] | leader | set SHD #1, villainy/vigilance, cost 6, power 4, HP 7, imperial/mandalorian/official | Leader: Each friendly upgraded unit gets +1/+0. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: Each friendly upgraded unit gets +1/+0 and gains: “When Defeated: You may return an upgrade that was attached to this unit to its owner’s hand.” Garindan, Information Broker [garindan#information-broker] | unit | set SEC #186, cunning/villainy, cost 2, power 1, HP 3, underworld | When Played: Name a card. Look at an opponent's hand and discard a card with that name from it. Plot (When you deploy a leader, you may play this card from your resources, paying its cost. Replace it with the top card of your deck.) General Dodonna, Massassi Group Commander [general-dodonna#massassi-group-commander] | unit | set SOR #242, heroism, cost 4, power 4, HP 4, rebel/official | Other friendly Rebel units get +1/+1. General Draven, Doing What Must Be Done [general-draven#doing-what-must-be-done] | unit | set JTL #117, command, cost 5, power 2, HP 5, rebel/official | When Played/On Attack: Create an X-Wing token. General Grievous, Crush Them! [general-grievous#crush-them] | unit | set TS26 #50, command/villainy, cost 5, power 0, HP 0, separatist/official | This unit gets +1/+1 for each resource you control. While this unit is undamaged, he gains Sentinel. (Enemy units in this arena must attack a Sentinel when they attack you.) General Grievous, General of the Droid Armies [general-grievous#general-of-the-droid-armies] | leader | set TWI #15, cunning/villainy, cost 6, power 4, HP 8, separatist/official | Leader: Action [Exhaust]: Give a Droid unit Sentinel for this phase. (Units in its arena can't attack your non-Sentinel units or your base.) Epic Action: If you control 6 or more resources, deploy this leader. (Flip him, ready him, and move him to the ground arena.) Deployed: On Attack: You may give a Droid unit +1/+0 and Sentinel for this phase. General Grievous, Scuttling to Safety [general-grievous#scuttling-to-safety] | unit | set SEC #187, cunning/villainy, cost 2, power 3, HP 3, separatist/official | Hidden (This unit can't be attacked if he was played this phase.) When this unit is attacked: Return him to his owner's hand (before damage is dealt). General Grievous, Trophy Collector [general-grievous#trophy-collector] | unit | set TWI #34, vigilance/villainy, cost 3, power 4, HP 4, separatist/official | Ignore the aspect penalty on each Lightsaber upgrade you play on this unit. On Attack: If this unit has 4 or more Lightsaber upgrades attached to him, defeat 4 enemy units. General Hux, No Terms, No Surrender [general-hux#no-terms-no-surrender] | unit | set JTL #134, aggression/villainy, cost 2, power 1, HP 4, first order/official | Each other friendly First Order unit gains Raid 1. (They get +1/+0 while attacking.) Action [Exhaust]: If you played a First Order card this phase, draw a card. General Krell, Heartless Tactician [general-krell#heartless-tactician] | unit | set SOR #105, command/command, cost 5, power 5, HP 4, force/jedi/republic | Each other friendly unit gains: “When Defeated: You may draw a card.” General Rieekan, Defensive Strategist [general-rieekan#defensive-strategist] | unit | set SHD #103, command/heroism, cost 6, power 5, HP 7, rebel/official | When Played/On Attack: Choose a friendly unit. If it has Sentinel, give an Experience token to it. Otherwise, it gains Sentinel for this phase. General Rieekan, Stalwart Tactician [general-rieekan#stalwart-tactician] | unit | set IBH #23, command/heroism, cost 4, power 2, HP 6, rebel/official | Action [Exhaust]: Attack with another Heroism unit. It gets +2/+0 for this attack. (You can only attack with a ready friendly unit.) General Tagge, Concerned Commander [general-tagge#concerned-commander] | unit | set SOR #80, villainy/command, cost 2, power 2, HP 2, imperial/official | When Played: Give an Experience token to each of up to 3 TROOPER units. General Veers, Blizzard Force Commander [general-veers#blizzard-force-commander] | unit | set SOR #230, villainy, cost 3, power 3, HP 3, imperial/official | Other friendly Imperial units get +1/+1. General Veers, Leading the Assault [general-veers#leading-the-assault] | unit | set IBH #68, aggression/villainy, cost 5, power 3, HP 6, imperial/official | When Played: If you control a Vigilance unit, deal 2 damage to an enemy base and heal 2 damage from your base. General's Blade [generals-blade] | upgrade | set TWI #121, command, cost 3, item/weapon/lightsaber | Attach to a non-Vehicle unit. If attached unit is a Jedi, it gains: “On Attack: The next unit you play this phase costs 2 resources less.” General's Guardian [generals-guardian] | unit | set TWI #83, command/villainy, cost 4, power 4, HP 4, separatist/droid | When this unit is attacked: Create a Battle Droid token. Gentle Giant [gentle-giant] | unit | set SHD #48, heroism/vigilance, cost 6, power 2, HP 8, wookiee | Grit (This unit gets +1/+0 for each damage on it.) On Attack: You may heal damage from another unit equal to the damage on this unit. Geonosis Patrol Fighter [geonosis-patrol-fighter] | unit | set TWI #215, cunning, cost 5, power 3, HP 2, separatist/vehicle/fighter | Exploit 2 (While playing this card, defeat up to 2 units you control. This card costs 2 resources less for each unit defeated this way.) When Played: You may return a non-leader unit that costs 3 or less to its owner's hand. Get Lost [get-lost] | event | set ASH #67, vigilance/heroism, cost 4, tactic | Defeat an upgraded non-leader unit. Getaway Freighter [getaway-freighter] | unit | set LAW #155, command, cost 3, power 1, HP 4, vehicle/transport | On Attack: If you control a ground unit, create a Credit token. Gideon Hask, Ruthless Loyalist [gideon-hask#ruthless-loyalist] | unit | set SOR #36, vigilance/villainy, cost 5, power 5, HP 5, imperial/trooper | When an enemy unit is defeated: Give an Experience token to a friendly unit. Gideon's Light Cruiser, Dark Troopers' Station [gideons-light-cruiser#dark-troopers-station] | unit | set SHD #242, villainy, cost 8, power 7, HP 8, imperial/vehicle/capital ship | Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) When Played: If you control Moff Gideon (as a leader or unit), play a [villainy] unit that costs 3 or less from your hand or discard pile for free. Gifted Urchin [gifted-urchin] | unit | set LOF #256, cost 2, power 1, HP 4, force/fringe Give In to Your Anger [give-in-to-your-anger] | event | set SHD #144, villainy/aggression, cost 1, innate | Deal 1 damage to an enemy unit. Its controller's next action this phase must be an attack action with that unit, if able. It must attack a unit, if able. Gladiator Star Destroyer [gladiator-star-destroyer] | unit | set SOR #86, command/villainy, cost 6, power 5, HP 6, imperial/vehicle/capital ship | When Played: Give a unit Sentinel for this phase. (Units in this arena can't attack your non-Sentinel units or your base.) GNK Power Droid [gnk-power-droid] | unit | set SEC #110, command, cost 2, power 1, HP 3, droid | On Attack: The next unit you play this phase costs 1 resource less. Go for the Legs [go-for-the-legs] | event | set IBH #18, cunning, cost 1, tactic | Exhaust an enemy ground unit. Go Into Hiding [go-into-hiding] | event | set LOF #262, cost 2, tactic | Choose a unit. It can't be attacked this phase (unless it has Sentinel). Gold Leader, Fastest Ship in the Fleet [gold-leader#fastest-ship-in-the-fleet] | unit | set JTL #54, vigilance/heroism, cost 6, power 5, HP 5, rebel/vehicle/transport | Shielded (When you play this unit, give a Shield token to it.) While this unit is defending, the attacker gets –1/–0. Gor, Grievous's Pet [gor#grievouss-pet] | unit | set TWI #118, command, cost 12, power 7, HP 7, separatist/creature | Exploit 3 Sentinel Ambush Overwhelm Gorian Shard's Corsair, Pirate Warship [gorian-shards-corsair#pirate-warship] | unit | set ASH #196, cunning/villainy, cost 6, power 6, HP 5, underworld/vehicle/capital ship | Damage dealt by friendly Underworld cards is unpreventable. When Played/On Attack: You may deal 2 damage to a unit. Governor Pryce, Tyrant of Lothal [governor-pryce#tyrant-of-lothal] | leader | set SEC #11, aggression/villainy, cost 6, power 4, HP 6, imperial/official | Leader: Action [1 resource, Exhaust]: Ready a token unit. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: This unit gets +1/+0 for each ready friendly token unit. On Attack: Create a Spy token. Governor's Shuttle [governors-shuttle] | unit | set LAW #99, vigilance/villainy, cost 5, power 2, HP 4, imperial/vehicle/transport | When Played: Each player chooses a unit they control. Defeat those units. Gozanti Assault Carrier [gozanti-assault-carrier] | unit | set ASH #99, command/villainy, cost 5, power 4, HP 6, imperial/vehicle/capital ship | Support (When you play this unit, you may attack with another unit. It gains this unit's other abilities for this attack.) On Attack: This unit gains Sentinel for this phase. GR-75 Medium Transport [gr75-medium-transport] | unit | set IBH #22, command/heroism, cost 5, power 5, HP 4, rebel/vehicle/transport Graceful Purrgil [graceful-purrgil] | unit | set LOF #69, vigilance, cost 5, power 2, HP 7, creature | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) Grand Admiral Sloane, Holding the Empire Together [grand-admiral-sloane#holding-the-empire-together] | leader | set ASH #7, command/villainy, cost 5, power 4, HP 5, imperial/official | Leader: Action [Exhaust]: Choose one: Give each ground unit Sentinel and Overwhelm for this phase. Give each space unit Sentinel and Overwhelm for this phase. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: Overwhelm Each other friendly unit gains Overwhelm and Sentinel. Grand Admiral Thrawn, Grand Schemer [grand-admiral-thrawn#grand-schemer] | unit | set SEC #193, cunning/villainy, cost 7, power 8, HP 7, imperial/official | When Played: An opponent may choose a non-leader unit they control. If they do, this unit captures that unit. If they don't, ready this unit. When Defeated: A friendly unit captures an enemy non-leader unit in the same arena. Grand Admiral Thrawn, ...How Unfortunate [grand-admiral-thrawn#how-unfortunate] | leader | set JTL #2, vigilance/villainy, cost 6, power 4, HP 7, imperial/official | Leader: When you use a “When Defeated” ability: You may exhaust this leader. If you do, use that ability again. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: When you use a “When Defeated” ability: You may use that ability again. Use this ability only once each round. Grand Admiral Thrawn, Orchestrating His Return [grand-admiral-thrawn#orchestrating-his-return] | unit | set ASH #33, command/aggression/villainy, cost 7, power 5, HP 7, imperial/official | Support (When you play this unit, you may attack with another unit. It gains this unit's other abilities for this attack.) When Attack Ends: If the defending unit was defeated, ready this unit. Grand Admiral Thrawn, Patient and Insightful [grand-admiral-thrawn#patient-and-insightful] | leader | set SOR #16, cunning/villainy, cost 6, power 3, HP 9, imperial/official | Leader: When the action phase starts: Look at the top card of each player's deck. Action [1 resource, exhaust]: Reveal the top card of any player's deck. Exhaust a unit that costs the same as or less than the revealed card. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: When the action phase starts: Look at the top card of each player's deck. On Attack: You may reveal the top card of any player's deck. Exhaust a unit that costs the same as or less than the revealed card. Grand Admiral Thrawn, Victory is Mine [grand-admiral-thrawn#victory-is-mine] | leader | set ASH #4, vigilance/villainy, cost 8, power 5, HP 8, imperial/official | Leader: Action [Exhaust]: Attack with a unit. It gains Restore 2 for this attack if you control the same number of units as the defending player. Epic Action: If you control 8 or more resources, deploy this leader. Deployed: Restore 2 On Attack: If you control more units than the defending player, you may defeat a non-leader unit they control. Grand Inquisitor, Hunting the Jedi [grand-inquisitor#hunting-the-jedi] | leader | set SOR #11, aggression/villainy, cost 6, power 3, HP 6, force/imperial/inquisitor | Leader: Action [exhaust]: Deal 2 damage to a friendly unit with 3 or less power and ready it. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: On Attack: You may deal 1 damage to another friendly unit with 3 or less power and ready it. Grand Inquisitor, Stories Travel Quickly [grand-inquisitor#stories-travel-quickly] | leader | set LOF #14, cunning/villainy, cost 5, power 3, HP 5, force/imperial/inquisitor | Leader: Action [Exhaust, use the Force (lose your Force token)]: Attack with a friendly unit. The defender gets –2/–0 for this attack. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: Shielded (When you deploy this leader, give a Shield token to him.) On Attack: The defender gets –2/–0 for this attack. Grand Inquisitor, You're Right to Be Afraid [grand-inquisitor#youre-right-to-be-afraid] | unit | set LOF #132, aggression/villainy, cost 3, power 3, HP 4, force/imperial/inquisitor | Hidden Raid 1 Other friendly Inquisitor units gain Hidden. Grand Moff Tarkin, Death Star Overseer [grand-moff-tarkin#death-star-overseer] | unit | set SOR #84, command/villainy, cost 4, power 2, HP 3, imperial/official | When Played: Search the top 5 cards of your deck for up to 2 Imperial cards, reveal them, and draw them. (Put the other cards on the bottom of your deck in a random order.) Grand Moff Tarkin, Oversector Governor [grand-moff-tarkin#oversector-governor] | leader | set SOR #7, villainy/command, cost 5, power 2, HP 7, imperial/official | Leader: Action [1 resource, exhaust]: Give an Experience token to an Imperial unit. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: On Attack: You may give an Experience token to another Imperial unit. Grand Moff Tarkin, Taking Krennic's Achievement [grand-moff-tarkin#taking-krennics-achievement] | unit | set SEC #192, cunning/villainy, cost 6, power 2, HP 6, imperial/official | When Played: Take control of an enemy non-leader Vehicle unit. When this unit leaves play, that unit's owner takes control of that unit. Grappling Guardian [grappling-guardian] | unit | set LOF #71, vigilance, cost 7, power 3, HP 9, creature | When Played: You may defeat a space unit with 6 or less remaining HP. Grassroots Resistance [grassroots-resistance] | event | set SEC #258, heroism, cost 4, tactic | Deal 3 damage to a unit. Heal 3 damage from your base. Grav Charge [grav-charge] | upgrade | set ASH #85, vigilance, cost 1, condition/item/weapon | When attached unit's attack ends: Deal 4 damage to it and defeat this upgrade. Great Pit of Carkoon [great-pit-of-carkoon] | base | set LAW #23, command, HP 27 | Epic Action [discard a unit from your hand]: Search your deck for a card named The Sarlacc of Carkoon, reveal it, and draw it. Greedo, Slow on the Draw [greedo#slow-on-the-draw] | unit | set SOR #204, cunning, cost 1, power 3, HP 1, underworld/bounty hunter | When Defeated: You may discard a card from your deck. If it's not a unit, deal 2 damage to a ground unit. Greef Karga, Affable Commissioner [greef-karga#affable-commissioner] | unit | set SHD #245, heroism, cost 2, power 2, HP 2, fringe/official | When Played: Search the top 5 cards of your deck for an upgrade, reveal it, and draw it. (Put the other cards on the bottom of your deck in a random order.) Greef Karga, Gracious Magistrate [greef-karga#gracious-magistrate] | leader | set ASH #17, cunning/heroism, cost 6, power 4, HP 7, official | Leader: When you play or create a unit: You may exhaust this leader. If you do, give an Advantage token to that unit. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: When you play or create a unit: Give an Advantage token to that unit. Greef Karga, Introductions are in Order [greef-karga#introductions-are-in-order] | unit | set ASH #119, command, cost 2, power 2, HP 3, official | Action [1 resource, Exhaust]: If your base was attacked this phase, create a Mandalorian token. Green Leader, Crynyd's Sacrifice [green-leader#crynyds-sacrifice] | unit | set ASH #153, aggression/heroism, cost 2, power 3, HP 1, rebel/vehicle/fighter | When Defeated: You may deal 2 damage to a unit. Green Squadron A-Wing [green-squadron-awing] | unit | set SOR #141, aggression/heroism, cost 2, power 1, HP 3, rebel/vehicle/fighter | Raid 2 (This unit gets +2/+0 while attacking.) Grenade Strike [grenade-strike] | event | set TWI #171, aggression, cost 2, tactic | Deal 2 damage to a unit. You may deal 1 damage to another unit in the same arena. Grey Squadron Y-Wing [grey-squadron-ywing] | unit | set SHD #246, heroism, cost 2, power 1, HP 3, rebel/vehicle/fighter | On Attack: An opponent chooses a unit or base they control. You may deal 2 damage to it. Grievous Reassembly [grievous-reassembly] | event | set TWI #73, vigilance, cost 2, supply | Heal 3 damage from a unit. Create a Battle Droid token. Grievous's Wheel Bike [grievouss-wheel-bike] | upgrade | set TWI #236, villainy, cost 4, vehicle | While playing this upgrade on General Grievous, it costs 2 resources less to play. Attach to a non-Vehicle unit. Attached unit gains Overwhelm. Grim Resolve [grim-resolve] | event | set TWI #172, aggression, cost 2, tactic | Attack with a non-leader unit. It gains Grit for this attack. (It gets +1/+0 for each damage on it.) Grim Valor [grim-valor] | upgrade | set JTL #73, vigilance, cost 1, innate | Attached unit gains: “When Defeated: You may exhaust a unit.” Grogu, Charming Companion [grogu#charming-companion] | leader | set ASH #18, cunning/heroism, cost 4, power 0, HP 3, force | Epic Action: When you play a unit that costs 4 or more: If this leader is ready, you may deploy him. Deployed: While another friendly unit is defending, it gets +1/+0. While another friendly unit is attacking, the defending unit gets –1/–0. Grogu, Irresistible [grogu#irresistible] | unit | set SHD #196, cunning/heroism, cost 2, power 0, HP 5, force | Action [exhaust]: Exhaust an enemy unit. Grogu, Mysterious Child [grogu#mysterious-child] | unit | set LOF #246, heroism, cost 3, power 1, HP 6, force | Hidden Action [Exhaust]: Heal up to 2 damage from a unit. If you do, deal that much damage to a unit. Grogu, Yes. Yes. Yes. [grogu#yes-yes-yes] | unit | set ASH #155, aggression/heroism, cost 3, power 2, HP 6, force/droid | When you take the initiative: You may attack with a unit. Ground Assault AT-AT [ground-assault-atat] | unit | set IBH #56, aggression/villainy, cost 6, power 5, HP 7, imperial/vehicle/walker Guardian of the Whills [guardian-of-the-whills] | unit | set SOR #61, vigilance, cost 2, power 2, HP 2, force/fringe | The first upgrade you play on this unit each round costs [1 resource] less. Guarding the Way [guarding-the-way] | event | set TWI #74, vigilance, cost 2, tactic | Give a unit Sentinel for this phase. (Units in its arena can't attack your non-Sentinel units or your base.) If you have the initiative, also give that unit +2/+2 for this phase. Guavian Antagonizer [guavian-antagonizer] | unit | set SHD #134, villainy/aggression, cost 1, power 2, HP 3, underworld/trooper | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) Bounty — Draw a card. (When this unit is defeated or captured, your opponent collects its bounty.) Guerilla Attack Pod [guerilla-attack-pod] | unit | set SOR #148, aggression/heroism, cost 6, power 4, HP 6, rebel/vehicle/walker | Grit (This unit gets +1/+0 for each damage on it.) When Played: If a base has 15 or more damage on it, ready this unit. Guerilla Insurgency [guerilla-insurgency] | event | set TWI #177, aggression, cost 8, tactic | Each player defeats a resource they control and discards 2 cards from their hand. Deal 4 damage to each ground unit. Guerilla Soldier [guerilla-soldier] | unit | set JTL #218, cunning, cost 3, power 2, HP 3, fringe/twi'lek/trooper | When Played: Deal 3 indirect damage to a player. If a base is damaged this way, ready this unit. (That player assigns 3 unpreventable damage among their base and units.) Guild Ambush Team [guild-ambush-team] | unit | set LAW #239, cunning, cost 5, power 5, HP 4, bounty hunter | Ambush (When you play this unit, it may attack an enemy unit.) Guild Target [guild-target] | upgrade | set SHD #173, aggression, cost 0, bounty/condition | Attached unit gains: “Bounty — Deal 2 damage to a base. If this unit is unique, deal 3 damage instead.” (When this unit is defeated or captured, its opponent collects its bounty.) Gungan Warrior [gungan-warrior] | unit | set LOF #247, heroism, cost 3, power 3, HP 2, gungan/trooper | Shielded (When you play this unit, give a Shield token to it.) Restore 1 (When this unit attacks, heal 1 damage from your base.) Gungi, Finding Himself [gungi#finding-himself] | unit | set LOF #93, command/heroism, cost 2, power 2, HP 5, force/jedi/wookiee Hailfire Tank [hailfire-tank] | unit | set TWI #233, villainy, cost 8, power 7, HP 6, separatist/droid/vehicle/tank | Exploit 2 (While playing this card, defeat up to 2 units you control. This card costs 2 resources less for each unit defeated this way.) Halo, Not According to Plan [halo#not-according-to-plan] | unit | set ASH #223, cunning, cost 5, power 4, HP 4, underworld/vehicle/transport | Support (When you play this unit, you may attack with another unit. It gains this unit's other abilities for this attack.) When Attack Ends: If the defending unit was defeated, give a Shield token to this unit. Han Solo, Audacious Smuggler [han-solo#audacious-smuggler] | leader | set SOR #17, cunning/heroism, cost 6, power 4, HP 6, underworld | Leader: Action [exhaust]: Put a card from your hand into play as a resource and ready it. At the start of the next action phase, defeat a resource you control. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: On Attack: Put the top card of your deck into play as a resource and ready it. At the start of the next action phase, defeat a resource you control. Han Solo, Has His Moments [han-solo#has-his-moments] | unit | set JTL #203, cunning/heroism, cost 5, power 4, HP 5, rebel/pilot | Ambush Han Solo, Hibernation Sick [han-solo#hibernation-sick] | unit | set LAW #37, vigilance/command, cost 1, power 1, HP 1, rebel | Shielded (When you play this unit, give a Shield token to him.) On Attack: Give an Experience token to this unit. Han Solo, I Got a Really Good Feeling [han-solo#i-got-a-really-good-feeling] | leader | set LAW #17, cunning/heroism, cost 5, power 4, HP 5, underworld | Leader: Action [Exhaust, defeat a friendly token]: Deal 1 damage to a unit. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) On Attack: Defeat any number of friendly tokens. Deal damage to a unit equal to the number of tokens defeated this way. Han Solo, It'll Work [han-solo#itll-work] | unit | set ASH #158, aggression/heroism, cost 4, power 3, HP 7, rebel/official | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) When Played: Deal 3 damage to this unit. Give 3 Advantage tokens to a unit. Han Solo, Never Tell Me the Odds [han-solo#never-tell-me-the-odds] | leader | set JTL #17, cunning/heroism, cost 5, power 3, HP 7, rebel/pilot | Leader: Action [Exhaust]: Reveal the top card of your deck, then attack with a unit. If the revealed card and that unit have different odd costs, that unit gets +1/+0 for this attack. Epic Action: If you control 5 or more resources, choose one: Deploy this leader. Deploy this leader as an upgrade on a friendly Vehicle unit without a Pilot on it. Deployed: Attached unit is a leader unit. When deployed as an upgrade: For each friendly unit or upgrade that has an odd cost, ready a resource. Han Solo, Reluctant Hero [han-solo#reluctant-hero] | unit | set SOR #198, cunning/heroism, cost 7, power 6, HP 6, underworld | Ambush (After you play this unit, he may ready and attack an enemy unit.) While attacking, this unit deals combat damage before the defender. Han Solo, Scruffy-Looking Nerf Herder [han-solo#scruffylooking-nerf-herder] | unit | set IBH #10, cunning/heroism, cost 6, power 4, HP 6, rebel | Raid 2 (This unit gets +2/+0 while attacking.) On Attack:The defender gets –2/–0 for this attack. Han Solo, Worth the Risk [han-solo#worth-the-risk] | leader | set SHD #13, heroism/aggression, cost 5, power 3, HP 6, underworld | Leader: Action [Exhaust]: Play a unit from your hand. It costs 1 resource less. Deal 2 damage to it. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: Action: Play a unit from your hand. It costs 1 resource less. Deal 2 damage to it. Han's Golden Dice [hans-golden-dice] | upgrade | set LAW #225, cunning/heroism, cost 1, item | Attached unit gains: “On Attack: Discard a card from your deck. If its cost is odd, create a Credit token.” Hardpoint Heavy Blaster [hardpoint-heavy-blaster] | upgrade | set SOR #121, command, cost 2, modification/weapon | Attach to a VEHICLE unit. Attached unit gains: "On Attack: If this unit isn't attacking a base, you may deal 2 damage to a unit in the defender's arena." Haxion Aggressor [haxion-aggressor] | unit | set LAW #190, aggression, cost 2, power 2, HP 2, underworld/bounty hunter | Raid 2 (This unit gets +2/+0 while attacking.) Haymaker [haymaker] | event | set LAW #168, command, cost 4, tactic | Give an Experience token to a friendly unit. That unit deals damage equal to its power to an enemy unit in the same arena. Headhunter Squadron [headhunter-squadron] | unit | set TWI #253, cost 2, power 1, HP 4, republic/vehicle/fighter Headhunting [headhunting] | event | set SHD #145, villainy/aggression, cost 2, tactic | Attack with up to 3 units (one at a time). They can't attack bases for these attacks. Each Bounty Hunter that attacks this way gets +2/+0 for its attack. Heartless Tactics [heartless-tactics] | event | set JTL #194, cunning/villainy, cost 2, tactic | Exhaust a unit and give it –2/–0 for this phase. Then, if it has 0 power and isn't a leader, you may return it to its owner's hand. Heavy Blaster Cannon [heavy-blaster-cannon] | upgrade | set LOF #171, aggression, cost 4, item/weapon | Attach to a non-Vehicle unit. When Played: You may deal 1 damage to a ground unit. Then, deal 1 damage to the same unit. Then, deal 1 damage to the same unit. Heavy Missile Gunship [heavy-missile-gunship] | unit | set LOF #134, aggression/villainy, cost 4, power 4, HP 3, separatist/droid/vehicle/transport | Action [Exhaust]: Deal 2 damage to a ground unit. Heavy Persuader Tank [heavy-persuader-tank] | unit | set TWI #167, aggression, cost 7, power 6, HP 5, separatist/droid/vehicle/tank | Exploit 2 (While playing this card, defeat up to 2 units you control. This card costs 2 resources less for each unit defeated this way.) When Played: You may deal 2 damage to a ground unit. Heightened Awareness [heightened-awareness] | upgrade | set ASH #227, cunning, cost 1, force | Attached unit gains: “When the regroup phase starts: Give an Advantage token to this unit.” Heirloom Lightsaber [heirloom-lightsaber] | upgrade | set LOF #53, vigilance/heroism, cost 2, item/weapon/lightsaber | Attach to a non-Vehicle unit. If attached unit is a Force unit, it gains Restore 1. (When this unit attacks, heal 1 damage from your base.) Helgait, Dooku Was a Visionary [helgait#dooku-was-a-visionary] | unit | set ASH #195, cunning/villainy, cost 5, power 6, HP 4, separatist | When Defeated: You may distribute a number of Advantage tokens equal to this unit's power among friendly units (divided as you choose). Helix Starfighter [helix-starfighter] | unit | set ASH #221, cunning, cost 4, power 3, HP 3, underworld/vehicle/fighter | When Played: If an opponent controls a space unit, give a Shield token to this unit. Otherwise, give 2 Advantage tokens to this unit. Hello There [hello-there] | event | set TWI #52, vigilance/heroism, cost 3, trick | Choose a unit that entered play this phase. It gets –4/–4 for this phase. Hera Syndulla, Not Fighting Alone [hera-syndulla#not-fighting-alone] | leader | set LAW #9, command/heroism, cost 5, power 3, HP 6, rebel/twi'lek/spectre | Leader: While you control 2 or more units, ignore the aspect penalties on Heroism units you play. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: Restore 1 (When this unit attacks, heal 1 damage from your base.) While you control 2 or more units, ignore the aspect penalties on Heroism units you play. Hera Syndulla, Renegade General [hera-syndulla#renegade-general] | unit | set ASH #31, vigilance/aggression/heroism, cost 3, power 3, HP 4, new republic/twi'lek/spectre | When Attack Ends: If this unit dealt combat damage to a base, heal that much damage from your base. Hera Syndulla, Spectre Two [hera-syndulla#spectre-two] | leader | set SOR #8, command/heroism, cost 6, power 4, HP 6, rebel/twi'lek/spectre | Leader: Ignore the aspect penalty on SPECTRE cards you play. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: Ignore the aspect penalty on SPECTRE cards you play. On Attack: You may give an Experience token to another unique unit. Hera Syndulla, We've Lost Enough [hera-syndulla#weve-lost-enough] | unit | set JTL #45, vigilance/heroism, cost 2, power 2, HP 3, rebel/twi'lek/spectre/pilot | Restore 1 (When this unit attacks, heal 1 damage from your base.) Heroes on Both Sides [heroes-on-both-sides] | event | set TWI #249, heroism, cost 2, republic/separatist | Choose up to 1 Republic unit and up to 1 Separatist unit. Give each chosen unit +2/+2 and Saboteur for this phase. (When either of those units attacks, ignore Sentinel and defeat the defender's Shields.) Heroic ARC-170 [heroic-arc170] | unit | set SEC #254, heroism, cost 4, power 4, HP 3, republic/vehicle/fighter | When Played: If you control a damaged unit, you may deal 2 damage to an enemy unit. Heroic Purrgil [heroic-purrgil] | unit | set ASH #207, cunning/heroism, cost 5, power 3, HP 6, creature | Ambush (When you play this unit, it may attack an enemy unit.) While attacking using Ambush, this unit gets +2/+0. Heroic Renegade [heroic-renegade] | unit | set SHD #146, heroism/aggression, cost 2, power 2, HP 3, underworld | Grit (This unit gets +1/+0 for each damage on it.) Heroic Resolve [heroic-resolve] | upgrade | set SHD #155, heroism/aggression, cost 1, innate | Attached unit gains: “Action [2 resources, defeat a Heroic Resolve on this unit]: Attack with this unit. It gets +4/+0 and gains Overwhelm for this attack.” Heroic Sacrifice [heroic-sacrifice] | event | set SOR #150, aggression/heroism, cost 1, tactic | Draw a card, then attack with a unit. For this attack, it gets +2/+0 and gains: "When this unit deals combat damage: Defeat it." Hevy, Staunch Martyr [hevy#staunch-martyr] | unit | set TWI #164, aggression, cost 4, power 4, HP 4, republic/clone/trooper | Coordinate — Raid 2 (Gain this keyword while you control 3 or more units. This unit gets +2/+0 while attacking.) When Defeated: Deal 1 damage to each enemy ground unit. Hidden Hand Supplier [hidden-hand-supplier] | unit | set LAW #257, cost 1, power 1, HP 2, underworld | When Played: You may pay 1 resource. If you do, give an Experience token to another unit. Hidden Hunters [hidden-hunters] | unit | set LAW #160, command, cost 4, power 4, HP 5, bounty hunter | Hidden (This unit can't be attacked if it was played this phase.) Hidden Sharpshooter [hidden-sharpshooter] | unit | set TWI #214, cunning, cost 4, power 4, HP 3, republic/clone/trooper | Ambush (When you play this unit, it may ready and attack an enemy unit.) High Command Councilor [high-command-councilor] | unit | set SEC #249, heroism, cost 2, power 1, HP 4, rebel/official | While you control another Official unit, this unit gains Raid 2. (It gets +2/+0 while attacking.) Highsinger, Deadly Droid [highsinger#deadly-droid] | unit | set LAW #59, command/aggression, cost 3, power 4, HP 2, underworld/droid/bounty hunter | When Played: Give an Experience token to another friendly Command unit. When Defeated: Give an Experience token to a friendly Aggression unit. Hired Slicer [hired-slicer] | unit | set SEC #220, cunning, cost 3, power 3, HP 4, fringe | On Attack: Reveal the top 2 cards of a deck. If you do, you may exhaust a unit that shares a Trait with one of those cards. Put those cards on the bottom of that deck in a random order. Hive Defense Wing [hive-defense-wing] | unit | set LOF #110, command, cost 3, power 2, HP 4, separatist/vehicle/fighter | Restore 1 (When this unit attacks, heal 1 damage from your base.) HK-47, Exclamation: Die, Meatbag! [hk47#exclamation-die-meatbag] | unit | set LOF #130, aggression/villainy, cost 2, power 2, HP 4, sith/droid | When an enemy unit is defeated: Deal 1 damage to its controller's base. HK-87 Assassin Droid [hk87-assassin-droid] | unit | set LOF #235, villainy, cost 5, power 4, HP 4, imperial/droid | When Defeated: Deal 2 damage to each ground unit. Hold For Questioning [hold-for-questioning] | event | set LAW #217, cunning/villainy, cost 3, law | Exhaust an enemy unit. If you do, look at its controller's hand and discard a card from it that shares an aspect with that unit. Hold Them Off [hold-them-off] | event | set ASH #139, command, cost 4, tactic | Choose a friendly unit. That unit deals damage equal to its power divided as you choose among any number of units in its arena. Hold-Out Blaster [holdout-blaster] | upgrade | set TWI #256, cost 1, item/weapon | Attach to a non-Vehicle unit. When Played: You may have attached unit deal 1 damage to a ground unit. Home One, Alliance Flagship [home-one#alliance-flagship] | unit | set SOR #102, command/heroism, cost 8, power 7, HP 7, rebel/vehicle/capital ship | Restore 2 Each other friendly unit gains Restore 1. When Played: Play a [Heroism] unit from your discard pile. It costs [3 resources] less. Home One, Heart of the Fleet [home-one#heart-of-the-fleet] | unit | set ASH #65, vigilance/heroism, cost 8, power 7, HP 10, rebel/vehicle/capital ship | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) When Played: Heal all damage from each friendly unit. Home One, On My Mark [home-one#on-my-mark] | unit | set JTL #204, cunning/heroism, cost 9, power 7, HP 8, rebel/vehicle/capital ship | If an opponent controls 3 or more space units, this unit costs 3 resources less to play. Ambush Homestead Militia [homestead-militia] | unit | set SOR #113, command, cost 3, power 3, HP 4, fringe/trooper | While you control 6 or more resources, this unit gains Sentinel. (Units in this arena can't attack your non-Sentinel units or your base.) Hondo Ohnaka, Plays By His Own Rules [hondo-ohnaka#plays-by-his-own-rules] | unit | set LAW #94, cunning/vigilance, cost 5, power 3, HP 7, underworld | You may look at the top card of your deck at any time. Action: Play the top card of your deck (paying its cost). Use this ability only once each round. Hondo Ohnaka, Superfluous Swindler [hondo-ohnaka#superfluous-swindler] | unit | set JTL #56, vigilance/vigilance, cost 4, power 3, HP 5, underworld | Shielded On Attack: You may take control of a non-Pilot upgrade on a unit and attach it to a different eligible unit. Hondo Ohnaka, That's Good Business [hondo-ohnaka#thats-good-business] | leader | set SHD #5, command/villainy, cost 6, power 3, HP 7, underworld | Leader: When you play a card using Smuggle: You may exhaust this leader. If you do, give an Experience token to a unit. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: Raid 1 (This unit gets +1/+0 while attacking.) When you play a card using Smuggle: You may give an Experience token to a unit. Hondo Ohnaka, You Better Hurry [hondo-ohnaka#you-better-hurry] | unit | set SEC #140, aggression/villainy, cost 6, power 6, HP 5, underworld | Each other friendly unit gains Raid 1. Plot (When you deploy a leader, you may play this card from your resources, paying its cost. Replace it with the top card of your deck.) Honnah, OINK! SQUEE! [honnah#oink-squee] | unit | set LAW #50, vigilance/aggression, cost 4, power 3, HP 5, underworld/bounty hunter | Raid 2 (This unit gets +2/+0 while attacking.) Restore 2 (When this unit attacks, heal 2 damage from your base.) Honor-Bound Partisan [honorbound-partisan] | unit | set LAW #58, command/aggression, cost 2, power 2, HP 2, rebel/twi'lek | When Played: Deal 1 damage to a base. When Defeated: The next unit you play this phase costs 1 resource less. Honorable Nite Owl [honorable-nite-owl] | unit | set ASH #154, aggression/heroism, cost 2, power 2, HP 2, mandalorian/trooper | Support (When you play this unit, you may attack with another unit. It gains this unit's other abilities for this attack.) Raid 1 (This unit gets +1/+0 while attacking.) Hopeful Volunteer [hopeful-volunteer] | unit | set JTL #246, heroism, cost 2, power 1, HP 3, rebel/pilot Hoth Lieutenant [hoth-lieutenant] | unit | set IBH #64, aggression/villainy, cost 4, power 3, HP 4, imperial/trooper | When Played: You may attack with another unit. It gets +2/+0 for this attack. (You can only attack with a ready friendly unit.) Hoth Trooper [hoth-trooper] | unit | set IBH #37, cunning/heroism, cost 2, power 2, HP 3, rebel/trooper Hotshot DL-44 Blaster [hotshot-dl44-blaster] | upgrade | set SHD #174, aggression, cost 1, item/weapon | Attach to a non-VEHICLE unit. Smuggle [3 resources, cunning] When played using Smuggle: Attack with attached unit. Hotshot Maneuver [hotshot-maneuver] | event | set JTL #174, aggression, cost 1, tactic | Choose a friendly unit. For each of its “On Attack” abilities, deal 2 damage to a different enemy unit. Then, attack with the chosen unit. Hotshot V-Wing [hotshot-vwing] | unit | set TWI #209, cunning, cost 2, power 2, HP 3, republic/vehicle/fighter Hound's Tooth, Hunters' Approach [hounds-tooth#hunters-approach] | unit | set LAW #33, vigilance/command/villainy, cost 7, power 4, HP 8, underworld/vehicle/transport | When Attack Ends: If this unit survived, you may defeat a unit with less power than this unit. Hound's Tooth, Reliable and Deadly [hounds-tooth#reliable-and-deadly] | unit | set JTL #185, cunning/villainy, cost 3, power 4, HP 3, underworld/vehicle/transport | While attacking an exhausted unit that didn't enter play this phase, this unit deals combat damage before the defender. House Kast Soldier [house-kast-soldier] | unit | set SHD #162, aggression, cost 2, power 2, HP 3, mandalorian/trooper | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) Hunter, Extraordinary Tracker [hunter#extraordinary-tracker] | unit | set SEC #208, cunning/heroism, cost 6, power 7, HP 6, fringe/clone | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) On Attack: If the defender is exhausted, it gets –4/–0 for this attack. Hunter, Outcast Sergeant [hunter#outcast-sergeant] | leader | set SHD #9, command/heroism, cost 7, power 5, HP 8, fringe/clone | Leader: Action [1 resource, Exhaust]: Reveal a resource you control. If it shares a name with a friendly unique unit, return the resource to its owner's hand and put the top card of your deck into play as a resource. Epic Action: If you control 7 or more resources, deploy this leader. Deployed: Overwhelm On Attack: You may reveal a resource you control. If it shares a name with a friendly unique unit, return the resource to its owner’s hand and put the top card of your deck into play as a resource. Hunter For Hire [hunter-for-hire] | unit | set LAW #156, command, cost 3, power 4, HP 4, underworld/bounty hunter | Action [defeat a friendly Credit token]: Take control of this unit. Any player may use this ability. Hunter of the Haxion Brood [hunter-of-the-haxion-brood] | unit | set SHD #186, cunning/villainy, cost 3, power 4, HP 3, underworld/bounty hunter | While an enemy unit has a Bounty, this unit gains Shielded. (When you play this unit, give a Shield token to it.) Hunting Aggressor [hunting-aggressor] | unit | set JTL #165, aggression, cost 4, power 3, HP 6, underworld/vehicle/transport | Indirect damage you deal to opponents is increased by 1. Hunting Assassin Droid [hunting-assassin-droid] | unit | set SEC #134, aggression/villainy, cost 3, power 3, HP 4, underworld/droid/bounty hunter | While an enemy unit is damaged, this unit gains Raid 2. (It gets +2/+0 while attacking.) Hunting Nexu [hunting-nexu] | unit | set SHD #168, aggression, cost 4, power 4, HP 4, creature | While you control another Aggression unit, this unit gains Raid 2. (It gets +2/+0 while attacking.) Hutt Cartel Starfighter [hutt-cartel-starfighter] | unit | set SEC #240, villainy, cost 3, power 3, HP 5, underworld/vehicle/fighter | When Played: Deal 2 damage to this unit. Hutt's Henchmen [hutts-henchmen] | unit | set SHD #240, villainy, cost 4, power 3, HP 4, underworld | Shielded (When you play this unit, give a Shield token to it.) Huyang, Enduring Instructor [huyang#enduring-instructor] | unit | set TWI #110, command, cost 3, power 2, HP 4, jedi/droid | When Played: Choose another friendly unit. While this unit is in play, the chosen unit gets +2/+2. Huyang, Your Aptitude Falls Short [huyang#your-aptitude-falls-short] | unit | set ASH #56, vigilance/heroism, cost 2, power 2, HP 4, jedi/droid | On Attack: You may give an upgraded unit –4/–0 for this phase. HWK-290 Freighter [hwk290-freighter] | unit | set SHD #60, vigilance, cost 3, power 2, HP 5, vehicle/transport Hyena Bomber [hyena-bomber] | unit | set LOF #158, aggression, cost 3, power 2, HP 2, separatist/droid/vehicle/fighter | When Played: If you control another Aggression unit, you may deal 2 damage to a ground unit. Hylobon Enforcer [hylobon-enforcer] | unit | set SHD #27, villainy/vigilance, cost 1, power 1, HP 4, underworld | Grit (This unit gets +1/+0 for each damage on it.) Bounty — Draw a card. (When this unit is defeated or captured, your opponent collects its bounty.) Hyperspace Disaster [hyperspace-disaster] | event | set SEC #78, vigilance, cost 7, disaster | Defeat all space units. Hyperspace Wayfarer [hyperspace-wayfarer] | unit | set LOF #119, command, cost 6, power 4, HP 10, creature I Am the Senate [i-am-the-senate] | event | set SEC #92, command/villainy, cost 6, law | Create 5 Spy tokens. I Am Your Father [i-am-your-father] | event | set SOR #233, villainy, cost 3, gambit | Deal 7 damage to an enemy unit unless its controller says "no." If they do, draw 3 cards. I Had No Choice [i-had-no-choice] | event | set SOR #187, cunning/villainy, cost 7, trick | Choose up to 2 non-leader units. An opponent chooses 1 of those units. Return that unit to its owner's hand and put the other on the bottom of its owner's deck. I Have the High Ground [i-have-the-high-ground] | event | set TWI #72, vigilance, cost 1, tactic | Choose a friendly unit. Each enemy unit gets –4/–0 while attacking that unit this phase. I Have You Now [i-have-you-now] | event | set JTL #193, cunning/villainy, cost 1, tactic | Attack with a Vehicle unit. Prevent all damage that would be dealt to it during this attack. I Want Proof, Not Leads [i-want-proof-not-leads] | event | set IBH #74, aggression/villainy, cost 2, plan | Draw 2 cards, then discard a card from your hand. I'll Cover For You [ill-cover-for-you] | event | set IBH #5, cunning, cost 3, tactic | Deal 1 damage to an enemy unit and 1 damage to another enemy unit. I've Found Them [ive-found-them] | event | set IBH #9, command, cost 2, gambit | Reveal the top 3 cards of your deck. Draw a unit revealed this way, then discard the other revealed cards. Iden Versio, Adapt or Die [iden-versio#adapt-or-die] | unit | set JTL #36, vigilance/villainy, cost 4, power 4, HP 3, imperial/pilot | Shielded Iden Versio, Inferno Squad Commander [iden-versio#inferno-squad-commander] | leader | set SOR #2, vigilance/villainy, cost 6, power 4, HP 4, imperial/trooper | Leader: Action [Exhaust]: If an enemy unit was defeated this phase, heal 1 damage from your base. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: Shielded (When you deploy this leader, give her a Shield token.) When an enemy unit is defeated: Heal 1 damage from your base. IG-11, I Cannot Be Captured [ig11#i-cannot-be-captured] | unit | set SHD #170, aggression, cost 5, power 6, HP 5, droid/bounty hunter | If this unit would be captured, defeat him and deal 3 damage to each enemy ground unit instead. On Attack: You may deal 3 damage to a damaged ground unit. IG-2000, Assassin's Aggressor [ig2000#assassins-aggressor] | unit | set JTL #140, aggression/villainy, cost 4, power 3, HP 4, underworld/vehicle/transport | Overwhelm When Played: Deal 1 damage to each of up to 3 units. IG-88, Murderous Phlutdroid [ig88#murderous-phlutdroid] | unit | set JTL #141, aggression/villainy, cost 5, power 4, HP 5, underworld/droid/bounty hunter/pilot | While an enemy unit is damaged, this unit gets +3/+0. IG-88, Programmed to Kill [ig88#programmed-to-kill] | unit | set LAW #42, vigilance/aggression/villainy, cost 4, power 6, HP 3, underworld/droid/bounty hunter | Shielded IG-88, Ruthless Bounty Hunter [ig88#ruthless-bounty-hunter] | leader | set SOR #12, villainy/aggression, cost 5, power 5, HP 4, underworld/droid/bounty hunter | Leader: Action [Exhaust]: Attack with a unit. If you control more units than the defending player, the attacker gets +1/+0 for this attack. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: Each other friendly unit gains Raid 1. (They get +1/+0 while attacking.) IGV-55 Listener [igv55-listener] | unit | set LAW #100, vigilance/villainy, cost 6, power 5, HP 6, imperial/vehicle/capital ship | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) Imperial Armored Commando [imperial-armored-commando] | unit | set ASH #48, vigilance/villainy, cost 4, power 4, HP 3, imperial/trooper | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) Shielded (When you play this unit, give a Shield token to it.) Imperial Command Complex [imperial-command-complex] | base | set LAW #24, command, HP 27 | Epic Action: Play a card from your hand, ignoring 1 of its Vigilance, Command, Aggression, or Cunning aspect penalties. Imperial Dark Trooper [imperial-dark-trooper] | unit | set SEC #80, command/villainy, cost 2, power 3, HP 3, imperial/droid/trooper Imperial Deck Officer [imperial-deck-officer] | unit | set IBH #62, vigilance, cost 2, power 1, HP 4, imperial | Action [Exhaust]: Heal 2 damage from a Villainy unit. Imperial Defector [imperial-defector] | unit | set ASH #250, heroism, cost 2, power 3, HP 2, imperial/rebel | When Played: Look at an opponent's hand. Imperial Door Technician [imperial-door-technician] | unit | set LAW #97, vigilance/villainy, cost 1, power 2, HP 2, imperial/trooper | When Defeated: Heal 2 damage from your base. Imperial Interceptor [imperial-interceptor] | unit | set SOR #132, aggression/villainy, cost 4, power 3, HP 2, imperial/vehicle/fighter | When Played: You may deal 3 damage to a space unit. Imperial Loyalist [imperial-loyalist] | unit | set ASH #239, villainy, cost 2, power 2, HP 2, imperial | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) Imperial Occupier [imperial-occupier] | unit | set SEC #132, aggression/villainy, cost 2, power 2, HP 2, imperial/trooper | When Defeated: Create a Spy token. Imperial Prison Complex [imperial-prison-complex] | base | set SEC #23, aggression, HP 30 Implicate [implicate] | event | set SEC #231, cunning, cost 2, trick | Choose a unit. For this phase, it gains Sentinel and: “When this unit is attacked: Create a Spy token.” Imposing Scout Walker [imposing-scout-walker] | unit | set ASH #176, aggression, cost 6, power 4, HP 6, imperial/vehicle/walker | When Played: You may deal 3 damage to a ground unit. If it's defeated this way, give 3 Advantage tokens to this unit. Impossible Escape [impossible-escape] | event | set LOF #218, cunning, cost 1, force | You may either exhaust a friendly unit or use the Force (lose your Force token). If you do either, exhaust an enemy unit and draw a card. Imprisoned [imprisoned] | upgrade | set SHD #72, vigilance, cost 2, condition/law | Attach to a non-leader unit. Attached unit loses its current abilities and can't gain abilities. Impropriety Among Thieves [impropriety-among-thieves] | event | set TWI #204, cunning/cunning, cost 4, trick | Choose a ready non-leader unit controlled by each player. If you do, each player takes control of the chosen unit controlled by the player to their right. At the start of the regroup phase, each player takes control of each unit they own that was chosen for this ability. Improvise [improvise] | event | set LAW #242, cunning, cost 1, gambit | Look at the top card of your deck. You may play it. It costs 1 resource less. If you don't, you may discard it. Improvised Detonation [improvised-detonation] | event | set IBH #21, cunning, cost 2, tactic | Attack with a unit. It gets +2/+0 for this attack. (You can only attack with a ready friendly unit.) Improvised Identity [improvised-identity] | upgrade | set ASH #230, cunning, cost 2, gambit | Attach to a ground unit. Attached unit gains: “Action: Search the top 3 cards of your deck for a ground unit and discard it. Then, you may attack with this unit. For this attack, this unit gains the discarded unit's abilities. Use this ability only once each round.” In Debt to Crimson Dawn [in-debt-to-crimson-dawn] | upgrade | set JTL #192, cunning/villainy, cost 2, condition | When attached unit readies: Exhaust it unless its controller pays 2 resources. In Defense of Kamino [in-defense-of-kamino] | event | set TWI #129, command, cost 4, republic | For this phase, each friendly Republic unit gains Restore 2 and: “When Defeated: Create a Clone Trooper token.” In Pursuit [in-pursuit] | event | set TWI #221, cunning, cost 0, tactic | Exhaust a friendly unit. If you do, exhaust an enemy unit. In the Heat of Battle [in-the-heat-of-battle] | event | set JTL #77, vigilance, cost 2, disaster | Each unit gains Sentinel and loses Saboteur for this phase. In the Shadows [in-the-shadows] | event | set LOF #241, villainy, cost 2, plan | Give an Experience token to each of up to 3 friendly units with Hidden. Incapacitate [incapacitate] | event | set LAW #131, vigilance, cost 2, tactic | Give a unit –2/–2 for this phase. Incinerator Trooper [incinerator-trooper] | unit | set SHD #234, villainy, cost 2, power 2, HP 2, imperial/trooper | While attacking, this unit deals combat damage before the defender. (If the defender is defeated, it deals no combat damage.) Independent Senator [independent-senator] | unit | set TWI #206, cunning, cost 1, power 0, HP 4, separatist/official | Action [2 resources, Exhaust]: Exhaust a unit with 4 or less power. Independent Smuggler [independent-smuggler] | unit | set JTL #211, cunning, cost 1, power 1, HP 1, underworld/pilot | Raid 1 (This unit gets +1/+0 while attacking.) Indoctrinated Conscript [indoctrinated-conscript] | unit | set JTL #236, villainy, cost 1, power 1, HP 2, first order/pilot Industrious Team [industrious-team] | unit | set LAW #124, vigilance, cost 8, power 4, HP 7, underworld/bounty hunter | When Played: You may defeat a non-leader unit with 4 or less remaining HP. Infantry of the 212th [infantry-of-the-212th] | unit | set TWI #61, vigilance, cost 3, power 2, HP 4, republic/clone/trooper | Coordinate — Sentinel (Gain this keyword while you control 3 or more units. Units in this arena can't attack your non-Sentinel units or your base.) Inferno Four, Unforgetting [inferno-four#unforgetting] | unit | set SOR #31, vigilance/villainy, cost 2, power 2, HP 3, imperial/vehicle/fighter | When Played/When Defeated: Look at the top 2 cards of your deck. Put any number of them on the bottom of your deck and the rest on top in any order. Infiltrating Demolisher [infiltrating-demolisher] | unit | set TWI #182, cunning/villainy, cost 4, power 4, HP 5, separatist/droid | Exploit 1 (While playing this card, defeat up to 1 unit you control. This card costs 2 resources less for each unit defeated this way.) Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) Infiltrator's Skill [infiltrators-skill] | upgrade | set SOR #166, aggression, cost 1, learned | Attached unit gains Saboteur. (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) Infused Brawler [infused-brawler] | unit | set LOF #156, aggression, cost 2, power 2, HP 2, force/night | When Played: You may use the Force (lose your Force token). If you do, give 2 Experience tokens to this unit. When this unit completes an attack: Defeat an Experience token on it. Inner Rim Coalition [inner-rim-coalition] | unit | set SEC #154, aggression/heroism, cost 6, power 6, HP 5, republic/official | When Defeated: You may ready a unit that costs 5 or less. Inquisitor's Lightsaber [inquisitors-lightsaber] | upgrade | set LOF #90, command/villainy, cost 2, item/weapon/lightsaber | Attach to a non-Vehicle unit. Attached unit gains: “While attacking a Force unit, this unit gets +2/+0.” Inspector's Shuttle [inspectors-shuttle] | unit | set SEC #260, cost 2, power 1, HP 3, republic/vehicle/transport | When Played: Name a card, then an opponent reveals their hand. For each copy of the named card in their hand, give an Experience token to this unit. Inspired Recruit [inspired-recruit] | unit | set LAW #180, aggression/heroism, cost 1, power 3, HP 1, rebel/trooper Inspiring Mentor [inspiring-mentor] | upgrade | set SHD #104, command/heroism, cost 2, innate | Attach to a non-Vehicle unit. Attached unit gains, “On Attack/When Defeated: Give an Experience token to another friendly unit.” Inspiring Senator [inspiring-senator] | unit | set SEC #261, cost 3, power 3, HP 3, republic/official | When Defeated: The next Official unit you play this phase costs 1 resource less. Inspiring Veteran [inspiring-veteran] | unit | set ASH #205, cunning/heroism, cost 3, power 3, HP 3, resistance/trooper | When Played: Give an Advantage token to each of up to 3 exhausted units. Insurgent Saboteurs [insurgent-saboteurs] | unit | set JTL #168, aggression, cost 6, power 6, HP 5, rebel/trooper | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) On Attack: You may defeat an upgrade. Interceptor Ace [interceptor-ace] | unit | set JTL #34, vigilance/villainy, cost 3, power 2, HP 3, imperial/pilot | Grit (This unit gets +1/+0 for each damage on it.) Interrogation Droid [interrogation-droid] | unit | set LAW #75, aggression/cunning/villainy, cost 2, power 3, HP 1, imperial/droid | When Played: Exhaust an enemy unit. If you do and that unit costs 3 or less, its controller discards a card from their hand. Intimidation [intimidation] | event | set ASH #185, aggression, cost 2, innate | If you control a unit with 4 or more power, draw 2 cards. Intimidator, Citadel Overwatch [intimidator#citadel-overwatch] | unit | set LAW #140, command/villainy, cost 11, power 11, HP 11, imperial/vehicle/capital ship | When Played: Return any number of friendly resources to their owners' hands. For each resource returned this way, create a Credit token. Invasion Control Ship [invasion-control-ship] | unit | set LOF #169, aggression, cost 7, power 5, HP 9, separatist/vehicle/capital ship | Friendly Droid units gain Raid 2. Invincible, Naval Adversary [invincible#naval-adversary] | unit | set JTL #191, cunning/villainy, cost 6, power 6, HP 6, separatist/vehicle/capital ship | If you control a unique Separatist card, this unit costs 1 resource less to play. When you deploy a leader: You may return a non-leader unit that costs 3 or less to its owner's hand. Ion Cannon [ion-cannon] | unit | set IBH #16, cunning, cost 4, power 0, HP 5, weapon | Action [Exhaust]: Deal 3 damage to a space unit. ISB Agent [isb-agent] | unit | set SOR #176, villainy/cunning, cost 1, power 1, HP 3, imperial | When Played: You may reveal an event from your hand. If you do, deal 1 damage to a unit. ISB Shuttle [isb-shuttle] | unit | set SEC #83, command/villainy, cost 3, power 3, HP 2, imperial/vehicle/transport | When Played: If a friendly unit was defeated this phase, create a Spy token. It Binds All Things [it-binds-all-things] | event | set SOR #75, vigilance, cost 2, force | Heal up to 3 damage from a unit. If you control a FORCE unit, you may deal that much damage to another unit. It's a Trap [its-a-trap] | event | set JTL #209, cunning/heroism, cost 3, gambit | If an opponent controls more space units than you, ready each space unit you control. It's Not Over Yet [its-not-over-yet] | event | set SEC #177, aggression, cost 2, innate | You may ready a unit that didn't attack or enter play this phase. Create a Spy token. It's Worse [its-worse] | event | set LOF #264, cost 7, trick | Defeat a non-leader unit. Itinerant Warrior [itinerant-warrior] | unit | set LOF #48, vigilance/heroism, cost 4, power 4, HP 4, force/jedi | Shielded (When you play this unit, give a Shield token to it.) When Played: You may use the Force (lose your Force token). If you do, heal 3 damage from a base. J-Type Nubian Starship [jtype-nubian-starship] | unit | set LOF #194, cunning/heroism, cost 3, power 2, HP 4, naboo/vehicle/transport | When Played: Draw a card. When Defeated: Discard a card from your hand. Jabba the Hutt, Crime Boss [jabba-the-hutt#crime-boss] | leader | set LAW #15, cunning/villainy, cost 6, power 3, HP 9, underworld/hutt | Leader: Action [1 resource, Exhaust, return a friendly Underworld unit to its owner's hand]: Create a Credit token. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: Action: Play an Underworld unit from your hand. If you defeated a Credit while paying its cost, that unit gains Ambush for this phase. Jabba the Hutt, Cunning Daimyo [jabba-the-hutt#cunning-daimyo] | unit | set SOR #181, cunning/villainy, cost 4, power 2, HP 8, underworld/hutt | Each TRICK event you play costs [1 resource] less. When Played: Search the top 8 cards of your deck for a TRICK event, reveal it, and draw it. (Put the other cards on the bottom of your deck in a random order.) Jabba the Hutt, Eminence of Tatooine [jabba-the-hutt#eminence-of-tatooine] | unit | set ASH #42, cunning/vigilance/villainy, cost 4, power 2, HP 6, underworld/hutt | Restore 2 When Played: You may return an upgrade to its owner's hand. If it's returned to your hand, you may play it for free. Jabba the Hutt, His High Exaltedness [jabba-the-hutt#his-high-exaltedness] | leader | set SHD #6, villainy/command, cost 7, power 2, HP 12, underworld/hutt | Leader: Action [Exhaust]: Choose a unit. For this phase, it gains: “Bounty — The next unit you play this phase costs 1 resource less.” Epic Action: If you control 7 or more resources, deploy this leader. Deployed: When Deployed: Another friendly unit captures an enemy non-leader unit. Action [Exhaust]: Choose a unit. For this phase, it gains: “Bounty — The next unit you play this phase costs 2 resources less.” Jabba the Hutt, Wonderful Human Being [jabba-the-hutt#wonderful-human-being] | leader | set SEC #2, vigilance/villainy, cost 5, power 2, HP 8, underworld/hutt | Leader: Action [1 resource, Exhaust]: A friendly damaged unit deals 1 damage to an enemy unit. If the friendly unit has 3 or more damage on it, it deals 2 damage instead. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: When another friendly unit is dealt damage and survives: You may have that unit deal that much damage to an enemy unit. Use this ability only once each round. Jabba's Palace [jabbas-palace] | base | set SHD #26, cunning, HP 30 Jabba's Rancor, Pateesa [jabbas-rancor#pateesa] | unit | set SHD #91, command/villainy, cost 8, power 9, HP 9, underworld/creature | If you control Jabba the Hutt (as a leader or unit), this unit costs 1 resource less to play. When Played/On Attack: Deal 3 damage to another friendly ground unit and 3 damage to an enemy ground unit. Jabba's Rancor, Snack Time! [jabbas-rancor#snack-time] | unit | set LAW #216, cunning/villainy, cost 7, power 7, HP 7, underworld/creature | Hidden (This unit can't be attacked if it was played this phase.) On Attack: An opponent chooses a ground unit they control. You may deal 7 damage to that unit. Jade Squadron Patrol [jade-squadron-patrol] | unit | set SEC #49, vigilance/heroism, cost 6, power 6, HP 6, resistance/vehicle/fighter | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) Jam Communications [jam-communications] | event | set JTL #207, cunning/heroism, cost 1, trick | Look at an opponent's hand and discard an event from it. Jango Fett, Concealing the Conspiracy [jango-fett#concealing-the-conspiracy] | leader | set TWI #16, cunning/villainy, cost 5, power 3, HP 7, underworld/bounty hunter | Leader: When a friendly unit deals damage to an enemy unit: You may exhaust this leader. If you do, exhaust that enemy unit. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: When a friendly unit deals damage to an enemy unit: You may exhaust that unit. Jango Fett, Guarding the Count [jango-fett#guarding-the-count] | unit | set TS26 #75, cunning/villainy, cost 5, power 5, HP 5, separatist/bounty hunter | While an enemy unit has attacked your base this phase, this unit gains Ambush. (When you play this unit, he may attack an enemy unit.) On Attack: Give an enemy unit –3/–0 for this phase. Jango Fett, Renowned Bounty Hunter [jango-fett#renowned-bounty-hunter] | unit | set SHD #138, villainy/aggression, cost 4, power 3, HP 6, underworld/bounty hunter | While attacking a unit with a Bounty, this unit gets +3/+0 and gains Overwhelm. When this unit attacks and defeats a unit: Draw a card. Jango Fett, Wily Mercenary [jango-fett#wily-mercenary] | unit | set LAW #87, cunning/vigilance/villainy, cost 6, power 6, HP 5, underworld/bounty hunter | Shielded (When you play this unit, give a Shield token to him.) On Attack: If this unit is upgraded, exhaust an enemy unit. Jar Jar Binks, Foolish Gungan [jar-jar-binks#foolish-gungan] | unit | set TWI #202, cunning/cunning, cost 2, power 2, HP 3, gungan | On Attack: Deal 2 damage to a random unit or base. Jar Jar Binks, Mesa Propose… [jar-jar-binks#mesa-propose] | unit | set SEC #111, command, cost 2, power 2, HP 1, naboo/republic/gungan/official | When Played: You may give another friendly unit +2/+2 for this phase. Plot (When you deploy a leader, you may play this card from your resources, paying its cost. Replace it with the top card of your deck.) Jarek Yeager, Coordinating With The Resistance [jarek-yeager#coordinating-with-the-resistance] | unit | set JTL #109, command, cost 2, power 2, HP 3, resistance/pilot Jaunty Light Freighter [jaunty-light-freighter] | unit | set LAW #147, command/heroism, cost 4, power 1, HP 1, vehicle/transport | When Played: Give an Experience token to this unit for each different aspect among units you control. Jawa Scavenger [jawa-scavenger] | unit | set SOR #205, cunning, cost 1, power 2, HP 1, fringe/jawa | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) Jedha Agitator [jedha-agitator] | unit | set SOR #158, aggression, cost 2, power 2, HP 1, rebel | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) On Attack: If you control a leader unit, deal 2 damage to a ground unit or a base. Jedha City [jedha-city] | base | set SOR #28, cunning, HP 25 | Epic Action: Give a non-leader unit -4/-0 for this phase. Jedi Consular [jedi-consular] | unit | set LOF #94, command/heroism, cost 2, power 1, HP 4, force/jedi | Action [Exhaust, use the Force (lose your Force token)]: Play a unit from your hand. It costs 2 resources less. Jedi General [jedi-general] | unit | set TS26 #55, command, cost 5, power 2, HP 3, force/republic/jedi | Ambush When Played: For each Republic leader you control (as a leader or unit), create a Clone Trooper token and give an Experience token to it. Jedi Guardian [jedi-guardian] | unit | set LOF #49, vigilance/heroism, cost 5, power 4, HP 8, force/jedi | While this unit is defending, it gets +2/+0. Jedi Holocron [jedi-holocron] | upgrade | set LOF #51, vigilance/heroism, cost 1, jedi/item | Attach to a Force unit. Attached unit gains: “On Attack: You may heal 3 damage from another unit.” Jedi In Hiding [jedi-in-hiding] | unit | set LOF #159, aggression, cost 3, power 3, HP 3, force/jedi | Hidden (This unit can't be attacked if it was played this phase.) When Defeated: You may use the Force (lose your Force token). If you do, each opponent discards a card from their hand. Jedi Knight [jedi-knight] | unit | set LOF #145, aggression/heroism, cost 3, power 3, HP 3, force/jedi | When Played: If you have the initiative, deal 2 damage to an enemy ground unit. Jedi Light Cruiser [jedi-light-cruiser] | unit | set JTL #251, heroism, cost 6, power 6, HP 7, jedi/republic/vehicle/capital ship Jedi Lightsaber [jedi-lightsaber] | upgrade | set SOR #54, heroism/vigilance, cost 3, item/weapon/lightsaber | Attach to a non-VEHICLE unit. If attached unit is a FORCE unit, it gains: “On Attack: Give the defender –2/–2 for this phase.” Jedi Sentinel [jedi-sentinel] | unit | set LOF #196, cunning/heroism, cost 4, power 5, HP 4, force/jedi | While the Force is with you, this unit gains Sentinel. (Enemy units in this arena must attack a Sentinel when they attack you.) Jedi Starfighter [jedi-starfighter] | unit | set LOF #144, aggression/heroism, cost 2, power 1, HP 4, jedi/republic/vehicle/fighter | On Attack: You may deal 1 damage to a space unit. Jedi Temple [jedi-temple] | base | set LOF #23, command, HP 28 | When a friendly Force unit attacks: The Force is with you (create your Force token). Jedi Temple Guards [jedi-temple-guards] | unit | set LOF #113, command, cost 4, power 2, HP 4, force/jedi | Ambush (When you play this unit, it may attack an enemy unit.) Restore 2 (When this unit attacks, heal 2 damage from your base.) Jedi Trials [jedi-trials] | upgrade | set LOF #52, vigilance/heroism, cost 1, jedi/learned | Attach to a Force unit. Attached unit gains: “On Attack: Give an Experience token to this unit.” While attached unit has 4 or more upgrades on it, it gains the Jedi trait. Jedi Vector [jedi-vector] | unit | set LOF #244, heroism, cost 2, power 1, HP 3, jedi/vehicle/fighter | This unit gets +1/+0 if you control another Jedi unit and +1/+0 if you control a Lightsaber upgrade. Jendirian Valley, Refugee Freighter [jendirian-valley#refugee-freighter] | unit | set TS26 #18, vigilance/command, cost 4, power 1, HP 5, republic/vehicle/transport | Restore 1 When Played: Search the top 8 cards of your deck for a card and resource it. (Put the other cards on the bottom of your deck in a random order.) Jesse, Hard-Fighting Patriot [jesse#hardfighting-patriot] | unit | set TWI #145, aggression/heroism, cost 3, power 4, HP 4, republic/clone/trooper | Raid 1 (This unit gets +1/+0 while attacking.) When Played: An opponent creates 2 Battle Droid tokens. Jetpack [jetpack] | upgrade | set SHD #225, cunning, cost 2, item/armor | Attach to a non-Vehicle unit. When Played: Give a Shield token to attached unit. At the start of the regroup phase, defeat that token. Smuggle [4 resources Cunning] Jocasta Nu, The Gift of Knowledge [jocasta-nu#the-gift-of-knowledge] | unit | set LOF #248, heroism, cost 3, power 3, HP 4, force/jedi/republic | When Played: You may attach a friendly upgrade on a friendly unit to a different eligible unit. Jod Na Nawood, Keeping Secrets [jod-na-nawood#keeping-secrets] | unit | set ASH #219, cunning, cost 3, power 4, HP 3, force/underworld | Sentinel When Played: You may pay 4 resources. If you do, choose an arena. Exhaust each unit in that arena. Jump to Lightspeed [jump-to-lightspeed] | event | set JTL #232, cunning, cost 2, gambit | Return a friendly space unit and any number of non-leader upgrades on it to their owners' hands. The next time you play a copy of that unit this phase, you may play it for free. Junior Senator [junior-senator] | unit | set SEC #200, cunning/heroism, cost 2, power 3, HP 2, republic/official | When Played: You may return an upgrade that costs 3 or less to its owner's hand. Justifier, Relentless [justifier#relentless] | unit | set ASH #146, aggression/villainy, cost 5, power 4, HP 5, underworld/vehicle/transport | When Played/On Attack: You may deal 1 damage to a unit. If that unit is defeated this way, give an Advantage token to a unit. Jyn Erso, Resisting Oppression [jyn-erso#resisting-oppression] | leader | set SOR #18, cunning/heroism, cost 6, power 4, HP 7, rebel | Leader: Action [Exhaust]: Attack with a unit. The defender gets -1/-0 for this attack. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: While a friendly unit is attacking, the defender gets -1/-0. Jyn Erso, Stardust [jyn-erso#stardust] | unit | set TWI #143, aggression/heroism, cost 2, power 3, HP 2, rebel | While an enemy unit has been defeated this phase, this unit gets +1/+0 and gains Saboteur. Jyn Erso, Take the Next Chance [jyn-erso#take-the-next-chance] | unit | set LAW #67, command/cunning/heroism, cost 2, power 2, HP 2, rebel | When Played: Either give an Experience token to a unit or exhaust a unit. Jyn Erso, Time to Fight [jyn-erso#time-to-fight] | leader | set LAW #5, vigilance/heroism, cost 5, power 3, HP 6, rebel | Leader: Action [1 resource, Exhaust]: If a friendly Rebel unit was defeated this phase, search the top 3 cards of your deck for a card and draw it. (Put the other cards on the bottom of your deck in a random order.) Epic Action: If you control 5 or more resources, deploy this leader. Deployed: On Attack: If a friendly Rebel unit was defeated this phase, search the top 3 cards of your deck for a card and draw it. K-2SO, Cassian's Counterpart [k2so#cassians-counterpart] | unit | set SOR #145, aggression/heroism, cost 4, power 4, HP 4, rebel/droid | Overwhelm When Defeated: For each opponent, choose one: either deal 3 damage to that player's base, or that player discards a card from their hand. K-2SO, Locking the Vault [k2so#locking-the-vault] | unit | set LAW #79, aggression/cunning/heroism, cost 5, power 3, HP 5, rebel/droid | Ambush On Attack: You may deal 3 damage to a damaged ground unit. Kaadu [kaadu] | unit | set LOF #114, command, cost 4, power 4, HP 4, creature | When Played: You may give another friendly unit Overwhelm for this phase. (When attacking an enemy unit, deal excess damage to the opponent's base.) Kachirho Militia [kachirho-militia] | unit | set ASH #160, aggression/heroism, cost 5, power 4, HP 6, wookiee/trooper | Hidden (This unit can't be attacked if it was played this phase.) When an enemy ground unit attacks your base: Ready this unit. Use this ability only once each round. Kage Elite [kage-elite] | unit | set LAW #234, cunning, cost 3, power 2, HP 3, fringe | Raid 2 (This unit gets +2/+0 while attacking.) Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) Kalani, Analytical General [kalani#analytical-general] | unit | set TWI #85, command/villainy, cost 6, power 5, HP 7, separatist/droid | On Attack: You may choose another unit. If you have the initiative, you may choose up to 2 other units instead. Give each chosen unit +2/+2 for this phase. Kanan Jarrus, Help Us Survive [kanan-jarrus#help-us-survive] | leader | set LOF #4, vigilance/heroism, cost 6, power 3, HP 6, force/jedi/rebel/spectre | Leader: Action [1 resource, Exhaust]: Give a Shield token to a Creature or Spectre unit. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: Shielded (When you deploy this leader, give a Shield token to him.) While you control another Creature or Spectre unit, this unit gets +2/+2. Kanan Jarrus, Revealed Jedi [kanan-jarrus#revealed-jedi] | unit | set SOR #47, vigilance/heroism, cost 4, power 4, HP 5, force/jedi/rebel/spectre | On Attack: You may discard 1 card from the defending player's deck for each friendly SPECTRE unit. Heal 1 damage from your base for each different aspect among the discarded cards. Kanan Jarrus, Spectre One [kanan-jarrus#spectre-one] | unit | set LAW #89, cunning/vigilance/heroism, cost 4, power 3, HP 4, force/jedi/rebel/spectre | Restore 1 When Played: You may return a non-leader unit that costs 2 or less to its owner's hand. If you control a Command or Aggression unit, you may return a non-leader unit that costs 4 or less instead. Karabast [karabast] | event | set SOR #151, aggression/heroism, cost 2, spectre | A friendly unit deals damage to an enemy unit equal to the amount of damage on the friendly unit plus 1. Karis, We Don't Like Strangers [karis#we-dont-like-strangers] | unit | set LOF #31, vigilance/villainy, cost 2, power 2, HP 4, force/night | When Defeated: You may use the Force (lose your Force token). If you do, give a unit –2/–2 for this phase. Karis Nemik, Freedom is a Pure Idea [karis-nemik#freedom-is-a-pure-idea] | unit | set SEC #148, aggression/heroism, cost 2, power 3, HP 2, rebel | Hidden When Defeated: You may disclose AggressionHeroism (reveal cards from your hand with these aspect icons among them). If you do, create a Spy token and ready it. Kashyyyk Defender [kashyyyk-defender] | unit | set TWI #44, vigilance/heroism, cost 2, power 0, HP 5, wookiee | Grit (This unit gets +1/+0 for each damage on it.) When Played: Heal up to 2 damage from another unit and deal that much damage to this unit. Kaydel Connix, For Our Survival [kaydel-connix#for-our-survival] | unit | set SEC #149, aggression/heroism, cost 3, power 3, HP 2, resistance | When Played: You may defeat all non- (non-unique) upgrades on a unit. Plot (When you deploy a leader, you may play this card from your resources, paying its cost. Replace it with the top card of your deck.) Kazuda Xiono, Best Pilot in the Galaxy [kazuda-xiono#best-pilot-in-the-galaxy] | leader | set JTL #18, cunning/heroism, cost 4, power 2, HP 5, resistance/pilot | Leader: Action [Exhaust]: A friendly unit loses all abilities for this round. Take an extra action after this one. Epic Action: If you control 4 or more resources, choose one: Deploy this leader. Deploy this leader as an upgrade on a friendly Vehicle unit without a Pilot on it. Deployed: On Attack: Choose any number of friendly units. They lose all abilities for this round. Attached unit is a leader unit. It gains: “On Attack: Choose any number of friendly units. They lose all abilities for this round.” Kazuda Xiono, I'm Not A Spy [kazuda-xiono#im-not-a-spy] | unit | set SEC #151, aggression/heroism, cost 4, power 2, HP 6, resistance | Raid 2 (This unit gets +2/+0 while attacking.) While you control fewer resources than an opponent, this unit gets +2/+0. KCM Mining Facility [kcm-mining-facility] | base | set TWI #26, aggression, HP 30 Keep Fighting [keep-fighting] | event | set SOR #169, aggression, cost 2, tactic | Ready a unit with 3 or less power. Keep Them Talking [keep-them-talking] | event | set ASH #233, cunning, cost 2, trick | Exhaust up to 2 units that each cost 3 or less. Kelleran Beq, The Sabered Hand [kelleran-beq#the-sabered-hand] | unit | set LOF #100, command/heroism, cost 7, power 7, HP 7, force/jedi/republic | When Played: Search the top 7 cards of your deck for a unit, reveal it, and play it. It costs 3 resources less. (Put the other cards on the bottom of your deck in a random order.) Kelleran Beq, Where are the Others? [kelleran-beq#where-are-the-others] | unit | set ASH #206, cunning/heroism, cost 4, power 3, HP 5, force/jedi | Ambush This unit gets +1/+0 for each other unit (friendly and enemy) with 0 power. Kessel Hulk [kessel-hulk] | unit | set LAW #263, cost 7, power 5, HP 7, underworld/vehicle/transport | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) Kestro City [kestro-city] | base | set SOR #27, aggression, HP 30 Ketsu Onyo, Old Friend [ketsu-onyo#old-friend] | unit | set SHD #147, heroism/aggression, cost 2, power 3, HP 2, mandalorian/underworld/bounty hunter | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) When this unit deals combat damage to a base: You may defeat an upgrade that costs 2 or less. Khetanna, Upon the Dune Sea [khetanna#upon-the-dune-sea] | unit | set LAW #158, command, cost 3, power 2, HP 4, underworld/vehicle/speeder | When Played/On Attack: The next Underworld unit you play this phase costs 1 resource less. Ki-Adi-Mundi, Composed and Confident [kiadimundi#composed-and-confident] | unit | set TWI #64, vigilance, cost 5, power 5, HP 7, force/jedi/republic | Coordinate — When an opponent plays their second card each phase: You may draw 2 cards. Ki-Adi-Mundi, We Must Push On [kiadimundi#we-must-push-on] | unit | set LOF #146, aggression/heroism, cost 4, power 4, HP 4, force/jedi/republic | When Played: You may use the Force (lose your Force token). If you do, draw 2 cards. Kihraxz Heavy Fighter [kihraxz-heavy-fighter] | unit | set SHD #118, command, cost 4, power 3, HP 3, vehicle/fighter | Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) On Attack: You may exhaust another friendly unit. If you do, this unit gets +3/+0 for this attack. Kijimi Patrollers [kijimi-patrollers] | unit | set JTL #82, command/villainy, cost 2, power 1, HP 1, first order/vehicle/fighter | When Played: Create a TIE Fighter token. Kill Switch [kill-switch] | upgrade | set LAW #127, vigilance, cost 2, condition | When Played: Exhaust attached unit. Kimogila Heavy Fighter [kimogila-heavy-fighter] | unit | set JTL #222, cunning, cost 4, power 3, HP 4, underworld/vehicle/fighter | When Played: Deal 3 indirect damage to a player. Exhaust each unit damaged this way. (That player assigns 3 unpreventable damage among their base and units.) King Katuunko, Great King of Toydaria [king-katuunko#great-king-of-toydaria] | unit | set TS26 #16, vigilance/command, cost 2, power 2, HP 4, official | When Played: All units (including enemy units) gain Restore 1 for this phase. Kino Loy, You Answer to Me [kino-loy#you-answer-to-me] | unit | set SEC #114, command, cost 3, power 1, HP 5, fringe | This unit gets +1/+0 for each other exhausted friendly unit. Kintan Intimidator [kintan-intimidator] | unit | set SHD #183, cunning/villainy, cost 1, power 1, HP 4, underworld | On Attack: Exhaust the defender. Kit Fisto, Focused Jedi Master [kit-fisto#focused-jedi-master] | leader | set LOF #11, aggression/heroism, cost 5, power 1, HP 6, force/jedi/republic | Leader: Action [1 resource, Exhaust]: If you attacked with a Jedi unit this phase, deal 2 damage to a unit. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) This unit gets +1/+0 for each other friendly Jedi unit. Kit Fisto, The Smiling Jedi [kit-fisto#the-smiling-jedi] | unit | set TWI #165, aggression, cost 6, power 7, HP 6, force/jedi/republic | Saboteur Coordinate — On Attack: You may deal 3 damage to a ground unit. (Gain this ability while you control 3 or more units.) Kit Fisto's Aethersprite, Good Hunting [kit-fistos-aethersprite#good-hunting] | unit | set LOF #147, aggression/heroism, cost 5, power 4, HP 5, jedi/republic/vehicle/fighter | Saboteur When Played: You may defeat any number of upgrades on a unit. Knight of Ren [knight-of-ren] | unit | set LOF #84, command/villainy, cost 3, power 4, HP 4, first order Knight of the Republic [knight-of-the-republic] | unit | set TWI #49, vigilance/heroism, cost 6, power 4, HP 7, force/jedi/republic | When this unit is attacked: Create a Clone Trooper token. Knight's Saber [knights-saber] | upgrade | set LOF #151, aggression/heroism, cost 2, item/weapon/lightsaber | Attach to a Jedi non-Vehicle unit. Knobby White Ice Spider [knobby-white-ice-spider] | unit | set ASH #178, aggression, cost 7, power 5, HP 7, creature | Hidden (This unit can't be attacked if it was played this phase.) When Played: For each enemy unit, give an Advantage token to this unit. Knowledge and Defense [knowledge-and-defense] | event | set SEC #75, vigilance, cost 3, learned | Give a unit –2/–2 for this phase. Draw a card. Koiogran Turn [koiogran-turn] | event | set JTL #179, aggression, cost 3, tactic | Ready a Fighter or Transport unit with 6 or less power. Koska Reeves, Loyal Nite Owl [koska-reeves#loyal-nite-owl] | unit | set SHD #150, heroism/aggression, cost 4, power 4, HP 5, mandalorian/trooper | On Attack: If this unit is upgraded, you may deal 2 damage to a ground unit. Koska Reeves, Warrior of Mandalore [koska-reeves#warrior-of-mandalore] | unit | set ASH #79, vigilance, cost 4, power 4, HP 4, mandalorian | While you control a token unit, this unit gains Sentinel. When Played: If a friendly unit was defeated this phase, create a Mandalorian token. Kouhun Assassination [kouhun-assassination] | event | set TS26 #33, cunning/vigilance/villainy, cost 3, gambit | An opponent (of your choice) may discard a card from their hand. If they do, give a non-Vehicle unit –8/–8 for this phase. Kowakian Monkey-Lizard [kowakian-monkeylizard] | unit | set LOF #257, cost 2, power 2, HP 1, creature | Ambush (When you play this unit, it may attack an enemy unit.) Kragan Gorr, Warbird Captain [kragan-gorr#warbird-captain] | unit | set SHD #241, villainy, cost 6, power 6, HP 6, underworld | When an enemy unit attacks your base: Give a Shield token to a friendly unit in the same arena as the attacker. Kraken, Confederate Tactician [kraken#confederate-tactician] | unit | set TWI #84, command/villainy, cost 5, power 2, HP 5, separatist/droid | When Played: Create 2 Battle Droid tokens. On Attack: Give each friendly token unit +1/+1 for this phase. Krayt Dragon [krayt-dragon] | unit | set SHD #172, aggression, cost 9, power 10, HP 10, creature | Overwhelm When an opponent plays a card: You may deal damage equal to that card's cost to their base or a ground unit they control. Kreia's Whispers [kreias-whispers] | event | set SEC #232, cunning, cost 2, force/learned | Draw 3 cards, then put a card from your hand on the top of your deck and another card from your hand on the bottom of your deck. Krrsantan, Hit and Run [krrsantan#hit-and-run] | unit | set LAW #84, aggression/cunning, cost 8, power 7, HP 7, underworld/wookiee/bounty hunter | Ambush Overwhelm Action [discard 2 cards from your hand]: Return this unit to your hand (from play). Krrsantan, Muscle for Hire [krrsantan#muscle-for-hire] | unit | set SHD #139, villainy/aggression, cost 5, power 3, HP 7, underworld/wookiee/bounty hunter | When Played: If an enemy unit has a Bounty, you may ready this unit. On Attack: Choose a ground unit. You may deal 1 damage to it for each damage on this unit. Kryze Castle [kryze-castle] | base | set ASH #22, command, HP 30 Kuiil, I Have Spoken [kuiil#i-have-spoken] | unit | set SHD #41, heroism/vigilance, cost 2, power 2, HP 3, fringe | Restore 1 (When this unit attacks, heal 1 damage from your base.) On Attack: Discard a card from your deck. If it shares an aspect with your base, return it to your hand. Kylo Ren, I Know Your Story [kylo-ren#i-know-your-story] | unit | set LOF #229, villainy, cost 2, power 2, HP 3, force/first order | Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) When you play an upgrade on this unit: You may use the Force (lose your Force token). If you do, draw a card. Kylo Ren, Killing the Past [kylo-ren#killing-the-past] | unit | set SHD #141, villainy/aggression, cost 6, power 6, HP 7, force/first order | While playing this unit, ignore his Villainy aspect penalty if you control Rey. On Attack: Give a unit +2/+0 for this phase. If it's a non-Villainy unit, also give an Experience token to it. Kylo Ren, Rash and Deadly [kylo-ren#rash-and-deadly] | leader | set SHD #11, villainy/aggression, cost 4, power 5, HP 4, force/first order | Leader: Action [Exhaust, discard a card from your hand]: Give a unit +2/+0 for this phase. Epic Action: If you control 4 or more resources, deploy this leader. Deployed: This unit gets –1/–0 for each card in your hand. Kylo Ren, We're Not Done Yet [kylo-ren#were-not-done-yet] | leader | set LOF #1, vigilance/villainy, cost 7, power 5, HP 5, force/first order | Leader: Action [Exhaust]: Discard a card from your hand. If you discarded an upgrade this way, draw a card. Epic Action: If you control 7 or more resources, deploy this leader. Deployed: Sentinel When Deployed: Play any number of upgrades from your discard pile on this unit (one at a time, paying their costs). Kylo Ren's Command Shuttle, Icon of Authority [kylo-rens-command-shuttle#icon-of-authority] | unit | set SEC #32, vigilance/villainy, cost 4, power 3, HP 5, first order/vehicle/transport | Each friendly ground unit with Sentinel gets +0/+2. Kylo Ren's Lightsaber [kylo-rens-lightsaber] | upgrade | set LOF #40, vigilance/villainy, cost 2, item/weapon/lightsaber | Attach to a non-Vehicle unit. If attached unit is a Force unit, it gains: “This unit can't be exhausted by enemy card abilities.” Kylo's TIE Silencer, Ruthlessly Efficient [kylos-tie-silencer#ruthlessly-efficient] | unit | set SHD #135, villainy/aggression, cost 2, power 3, HP 2, first order/vehicle/fighter | Action: If this unit was discarded from your hand or deck this phase, play it from your discard pile (paying its cost). L3-37, Droid Revolutionary [l337#droid-revolutionary] | unit | set SHD #197, cunning/heroism, cost 2, power 2, HP 2, underworld/droid | When Played: You may rescue a captured card. If you don't, give a Shield token to this unit. Smuggle [4 resources Cunning Heroism] (If this card is a resource, you may play her for her smuggle cost. Replace her with the top card of your deck.) L3-37, Get Out Of My Seat [l337#get-out-of-my-seat] | unit | set JTL #49, vigilance/heroism, cost 3, power 3, HP 3, underworld/droid/pilot | If this unit would be defeated, you may instead attach her as an upgrade to a friendly Vehicle unit without a Pilot on it. (She's no longer a unit. Defeat all upgrades on her and remove all damage from her.) L3-37, Radical Instigator [l337#radical-instigator] | unit | set LAW #63, command/aggression, cost 6, power 3, HP 2, underworld/droid | Hidden When Played: Search the top 10 cards of your deck for any number of Droid units with combined cost 5 or less and play each of them for free. Lady Proxima, Where's the Money? [lady-proxima#wheres-the-money] | unit | set LAW #235, cunning, cost 3, power 1, HP 5, underworld | Action [Exhaust]: Create a Credit token. Lady Proxima, White Worm Matriarch [lady-proxima#white-worm-matriarch] | unit | set SHD #255, cost 1, power 0, HP 4, underworld | When you play another Underworld card: You may deal 1 damage to a base. Lair of Grievous [lair-of-grievous] | base | set TWI #23, command, HP 30 Lake Country [lake-country] | base | set JTL #31, HP 34 Lama Su, We Modified Their Genetics [lama-su#we-modified-their-genetics] | leader | set SEC #3, vigilance/villainy, cost 6, power 3, HP 7, kaminoan/official | Leader: Action [Exhaust]: Play an upgrade from your hand on a friendly non-Vehicle unit. It costs 1 resource less. If you do, deal 1 damage to that unit. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: When this unit completes an attack (and survives): You may play an upgrade from your discard pile on a friendly non-Vehicle unit. It costs 1 resource less. Lambda Shuttle [lambda-shuttle] | unit | set IBH #58, vigilance, cost 4, power 2, HP 5, imperial/vehicle/transport | Restore 1 (When this unit attacks, heal 1 damage from your base.) Landing Shuttle [landing-shuttle] | unit | set JTL #63, vigilance, cost 3, power 2, HP 4, imperial/vehicle/transport | When Defeated: You may draw a card. Lando Calrissian, Buying Time [lando-calrissian#buying-time] | leader | set JTL #3, vigilance/heroism, cost 7, power 5, HP 7, rebel/official/pilot | Leader: Action [1 resource, Exhaust]: Play a unit from your hand (paying its cost). If you do and you control a ground unit and a space unit, give a Shield token to a unit. Epic Action: If you control 7 or more resources, choose one: Deploy this leader. Deploy this leader as an upgrade on a friendly Vehicle unit without a Pilot on it. Deployed: Sentinel Attached unit is a leader unit. Attached unit gains Sentinel. When deployed as an upgrade: You may give a Shield token to a unit in a different arena. Lando Calrissian, Eyes Open [lando-calrissian#eyes-open] | unit | set LAW #108, vigilance/heroism, cost 5, power 4, HP 5, rebel/underworld | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) While this unit is defending, the attacker gets –1/–0. Lando Calrissian, Full Sabacc [lando-calrissian#full-sabacc] | leader | set LAW #18, cunning/heroism, cost 6, power 4, HP 7, underworld | Leader: Action [1 resource, Exhaust]: Choose an aspect, then discard a card from a deck. If it has the chosen aspect, create a Credit token. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: When Deployed: You may defeat a friendly Credit token. If you do, create 3 Credit tokens. Lando Calrissian, Responsible Businessman [lando-calrissian#responsible-businessman] | unit | set SOR #197, cunning/heroism, cost 6, power 6, HP 5, fringe/official | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) When Played: Return up to 2 friendly resources to their owners' hands. Lando Calrissian, Trust Me [lando-calrissian#trust-me] | unit | set SEC #68, vigilance, cost 7, power 6, HP 8, fringe/official | Grit When Played: You may choose an enemy unit and another friendly non-leader unit. If you do, heal 6 damage from your base and the enemy unit captures the friendly unit. Lando Calrissian, With Impeccable Taste [lando-calrissian#with-impeccable-taste] | leader | set SHD #17, cunning/heroism, cost 4, power 2, HP 5, underworld | Leader: Action [Exhaust]: Play a card using Smuggle. It costs 2 resources less. Defeat a resource you own and control. Epic Action: If you control 4 or more resources, deploy this leader. Deployed: Action: Play a card using Smuggle. It costs 2 resources less. Defeat a resource you own and control. Use this ability only once each round. Lang, Arrogant Mercenary [lang#arrogant-mercenary] | unit | set ASH #123, command, cost 3, power 2, HP 5, fringe | Action [Exhaust]: This unit deals damage equal to his power to a ground unit. Last Words [last-words] | event | set LOF #263, cost 2, learned | If a friendly unit was defeated this phase, give 2 Experience tokens to a unit. Latts Razzi, Deadly Whipmaster [latts-razzi#deadly-whipmaster] | unit | set LAW #39, vigilance/command, cost 3, power 2, HP 1, underworld/bounty hunter | When Played: Give a Shield token or an Experience token to this unit. Then, she deals damage equal to her power to an enemy ground unit. Lawbringer, Shadow Over Lothal [lawbringer#shadow-over-lothal] | unit | set LAW #101, vigilance/villainy, cost 8, power 7, HP 7, imperial/vehicle/capital ship | When Played/On Attack: Choose an aspect. Give each enemy unit with that aspect –2/–2 for this phase. Legal Authority [legal-authority] | upgrade | set SHD #124, command, cost 2, law | Attach to a friendly unit. When Played: Attached unit captures an enemy non-leader unit with less power than it. (Put the captured card facedown under attached unit until attached unit leaves play.) Leia Organa, Alliance General [leia-organa#alliance-general] | leader | set SOR #9, heroism/command, cost 5, power 3, HP 6, rebel/official | Leader: Action [exhaust]: Attack with a Rebel unit. Then, you may attack with another Rebel unit. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: Raid 1 (This unit gets +1/+0 while attacking.) When this unit completes an attack: You may attack with another Rebel unit. Leia Organa, Defiant Princess [leia-organa#defiant-princess] | unit | set SOR #189, cunning/heroism, cost 2, power 2, HP 2, rebel/official | When Played: Either ready a resource or exhaust a unit. Leia Organa, Extraordinary [leia-organa#extraordinary] | unit | set LOF #98, command/heroism, cost 5, power 5, HP 5, force/resistance/official | While this unit is in the space arena, she can't ready and gains: “Action [use the Force]: Move this unit to the ground arena and give each friendly Heroism unit +2/+2 for this phase.” Leia Organa, Get to Your Transports! [leia-organa#get-to-your-transports] | leader | set IBH #1, command/heroism, cost 5, power 3, HP 7, rebel/official | Leader: Action [1 resource, Exhaust]: Heal 1 damage from a friendly unit. Epic Action: If you control 5 or more resources, deploy this leader. (Flip her, ready her, and move her to the ground arena.) Deployed: On Attack: Heal 1 damage from a friendly unit and 1 damage from another friendly unit. Leia Organa, Of A Secret Bloodline [leia-organa#of-a-secret-bloodline] | leader | set SEC #4, vigilance/heroism, cost 6, power 4, HP 7, new republic/official | Leader: Action [1 resource, Exhaust]: Disclose Vigilance, Command, Aggression, Cunning, or Heroism (reveal a card from your hand with this aspect icon). If you do, give an Experience token to a unit that doesn't share an aspect with the disclosed card. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: On Attack: You may disclose Vigilance, Command, Aggression, Cunning, or Heroism. If you do, give an Experience token to a unit that doesn't share an aspect with the disclosed card. Leia Organa, Pilots, To Your Stations [leia-organa#pilots-to-your-stations] | unit | set JTL #97, command/heroism, cost 3, power 3, HP 4, rebel/official | Restore 1 (When this unit attacks, heal 1 damage from your base.) When Played: You may attack with a Pilot unit or a unit with a Pilot on it. It gets +1/+0 and gains Restore 1 for this attack. Leia Organa, Someone Who Loves You [leia-organa#someone-who-loves-you] | leader | set LAW #10, command/heroism, cost 5, power 2, HP 2, rebel | Leader: Action [2 resources, Exhaust]: For this phase, give a unit +1/+1 for each different aspect it has. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: Overwhelm When Deployed: Choose a unit. Give an Experience token to that unit for each different aspect among units you control. Leia Organa, Vigilant for Danger [leia-organa#vigilant-for-danger] | unit | set ASH #59, vigilance/heroism, cost 3, power 3, HP 4, rebel/official | Support (When you play this unit, you may attack with another unit. It gains this unit's other abilities for this attack.) On Attack: You may deal 1 damage to this unit. If you do, heal 2 damage from your base. Leia's Disguise [leias-disguise] | upgrade | set LAW #111, vigilance/heroism, cost 2, item/armor | Attach to a non-Vehicle unit. Attached unit gains the Underworld trait. When Played: If attached unit is Leia Organa, give a Shield token to a friendly unit. LEP Ratcatcher [lep-ratcatcher] | unit | set ASH #259, cost 1, power 1, HP 1, droid | When Played: You may deal 1 damage to a ground unit. Lepi Lookout [lepi-lookout] | unit | set LAW #38, vigilance/command, cost 2, power 3, HP 1, underworld | Shielded (When you play this unit, give a Shield token to it.) Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) Let the Wookiee Win [let-the-wookiee-win] | event | set SHD #205, cunning/heroism, cost 2, trick | An opponent chooses one: You ready up to 6 resources. You ready a friendly unit. If it's a Wookiee unit, attack with it. It gets +2/+0 for this attack. Let's Call It War [lets-call-it-war] | event | set SEC #180, aggression, cost 3, tactic | Deal 3 damage to a unit. Then, if you have the initiative, you may deal 2 damage to another unit in the same arena. Let's Talk [lets-talk] | event | set SEC #131, command, cost 9, trick | If a friendly unit left play this phase, this event costs 3 resources less to play. Each friendly unit captures an enemy non-leader unit in the same arena. Lethal Crackdown [lethal-crackdown] | event | set TWI #41, vigilance/villainy, cost 4, tactic | Defeat a non-leader unit. Deal damage to your base equal to that unit's power. Level 1313 [level-1313] | base | set TWI #29, cunning, HP 30 Liberated by Darkness [liberated-by-darkness] | event | set LOF #189, cunning/villainy, cost 5, force | Use the Force (lose your Force token). If you do, take control of a non-leader unit. At the start of the regroup phase, its owner takes control of it. Liberated Slaves [liberated-slaves] | unit | set SHD #200, cunning/heroism, cost 3, power 3, HP 5, fringe/droid/twi'lek/wookiee Liberated Wookiee [liberated-wookiee] | unit | set LAW #143, command/heroism, cost 2, power 2, HP 4, wookiee Libertine, Under New Ownership [libertine#under-new-ownership] | unit | set SEC #212, cunning/cunning, cost 4, power 3, HP 7, underworld/vehicle/transport | This unit gets +1/+0 for each captured card it's guarding. When Played: Choose an enemy unit and a non-leader friendly unit. The enemy unit captures the friendly unit. Liberty, Draw Their Fire! [liberty#draw-their-fire] | unit | set LAW #224, cunning/heroism, cost 8, power 9, HP 7, rebel/vehicle/capital ship | Sentinel When Played/On Attack: Exhaust an enemy unit and return all upgrades on it that cost 4 or less to their owner's hands. Lieutenant Childsen, Death Star Prison Warden [lieutenant-childsen#death-star-prison-warden] | unit | set SOR #35, villainy/vigilance, cost 4, power 2, HP 2, imperial/official | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) When Played: Reveal up to 4 [Vigilance] cards from your hand. For each card revealed this way, give an Experience token to this unit. Lieutenant Gorn, I Deserve Worse [lieutenant-gorn#i-deserve-worse] | unit | set LAW #221, cunning/heroism, cost 3, power 4, HP 4, imperial/rebel | On Attack: Take control of an enemy Credit token. Life Wind Sage [life-wind-sage] | unit | set LOF #212, cunning, cost 4, power 3, HP 5, force | While an enemy unit is exhausted, this unit gains Raid 2. (This unit gets +2/+0 while attacking.) Lightmaker, I Have An Idea [lightmaker#i-have-an-idea] | unit | set SEC #207, cunning/heroism, cost 5, power 3, HP 4, rebel/vehicle/capital ship | Raid 4 When Defeated: Choose an arena. Exhaust each enemy unit in that arena. Lightsaber Throw [lightsaber-throw] | event | set LOF #176, aggression, cost 2, tactic | Discard a Lightsaber card from your hand. If you do, deal 4 damage to a ground unit and draw a card. Lightspeed Assault [lightspeed-assault] | event | set JTL #127, command, cost 2, gambit | Defeat a friendly space unit and deal damage equal to its power to an enemy space unit. If you do, deal indirect damage equal to the enemy unit's power to its controller. Loan Shark [loan-shark] | unit | set SEC #222, cunning, cost 4, power 2, HP 5, official | Ambush (When you play this unit, it may attack an enemy unit.) Raid 1 (This unit gets +1/+0 while attacking.) Lobot, Cloud City Coordinator [lobot#cloud-city-coordinator] | unit | set SEC #57, vigilance, cost 2, power 0, HP 4, fringe | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) Grit (This unit gets +1/+0 for each damage on him.) Lom Pyke, Dealer in Truths [lom-pyke#dealer-in-truths] | unit | set SHD #32, villainy/vigilance, cost 4, power 4, HP 6, underworld | On Attack: You may give a Shield token to an enemy unit. If you do, give a Shield token to a friendly unit. Smuggle [5 resources Vigilance Villainy] Lom Pyke, Making a Withdrawal [lom-pyke#making-a-withdrawal] | unit | set TS26 #51, command/villainy, cost 5, power 5, HP 5, underworld | When Played: In player order, each opponent may heal 5 damage from their base. For each player that does, give 2 Experience tokens to a unit. Long Live the Empire [long-live-the-empire] | event | set ASH #103, command/villainy, cost 2, imperial | Defeat a friendly Imperial unit. If you do, resource the top card of your deck. Longbeam Cruiser [longbeam-cruiser] | unit | set LOF #253, heroism, cost 6, power 6, HP 6, republic/vehicle/capital ship | Restore 1 (When this unit attacks, heal 1 damage from your base.) Look the Other Way [look-the-other-way] | event | set SHD #227, cunning, cost 0, trick | Exhaust a unit unless its controller pays 2 resources. Lor San Tekka, Secret Keeper [lor-san-tekka#secret-keeper] | unit | set LOF #95, command/heroism, cost 2, power 3, HP 2, resistance | When Defeated: You may give an Experience token to a (unique) unit. Lost and Forgotten [lost-and-forgotten] | event | set LAW #133, vigilance, cost 6, innate | Defeat a non-leader unit. If you do, heal 3 damage from your base. Lost Jedi [lost-jedi] | unit | set SEC #58, vigilance, cost 2, power 1, HP 3, force/jedi | Grit (This unit gets +1/+0 for each damage on it.) Loth-Cat [lothcat] | unit | set LOF #207, cunning, cost 2, power 2, HP 1, creature | When Played/When Defeated: You may exhaust a ground unit. Loth-Wolf [lothwolf] | unit | set LOF #44, vigilance/heroism, cost 2, power 3, HP 3, creature | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) This unit can't attack. Lothal E-Wing [lothal-ewing] | unit | set ASH #57, vigilance/heroism, cost 2, power 2, HP 3, new republic/vehicle/fighter | While an enemy unit is upgraded, this unit gains Restore 2. (When this unit attacks, heal 2 damage from your base.) Lothal Insurgent [lothal-insurgent] | unit | set SOR #190, cunning/heroism, cost 2, power 3, HP 2, rebel | When Played: If you played another card this phase, each opponent draws a card then discards a random card from their hand. Low Altitude Gunship [low-altitude-gunship] | unit | set TWI #149, aggression/heroism, cost 6, power 6, HP 5, republic/vehicle/transport | Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) When Played: Choose an enemy unit. Deal 1 damage to it for each friendly Republic unit. Luke Skywalker, A Hero's Beginning [luke-skywalker#a-heros-beginning] | unit | set LOF #249, heroism, cost 4, power 3, HP 5, force/fringe | When you play another (unique) unit: You may use the Force (lose your Force token). If you do, give an Experience token and a Shield token to this unit. Luke Skywalker, Answering the Call [luke-skywalker#answering-the-call] | unit | set ASH #112, command/heroism, cost 6, power 5, HP 5, force/jedi | Restore 1 When Played: If you control at least 4 units, deal 3 damage to each enemy unit. Luke Skywalker, Do You Read Me? [luke-skywalker#do-you-read-me] | unit | set IBH #20, command/heroism, cost 7, power 6, HP 6, force/rebel | Restore 2 (When this unit attacks, heal 2 damage from your base.) When Played: You may deal 3 damage to a ground unit. Luke Skywalker, Faithful Friend [luke-skywalker#faithful-friend] | leader | set SOR #5, vigilance/heroism, cost 6, power 4, HP 7, force/rebel | Leader: Action [1 resource, exhaust]: Give a Shield token to a [Heroism] unit you played this phase. Epic Action: If you control 6 or more resources, deploy this leader. (Flip him, ready him, and move him to the ground arena.) Deployed: On Attack: You may give another unit a Shield token. Luke Skywalker, Hero of Yavin [luke-skywalker#hero-of-yavin] | leader | set JTL #12, aggression/heroism, cost 6, power 5, HP 6, force/rebel/pilot | Leader: Action [Exhaust]: If you attacked with a Fighter unit this phase, deal 1 damage to a unit. Epic Action: If you control 6 or more resources, choose one: Deploy this leader. Deploy this leader as an upgrade on a friendly Vehicle unit without a Pilot on it. Deployed: This upgrade can’t be defeated by enemy card abilities. Attached unit is a leader unit. If it’s a Fighter, it gains: “On Attack: You may deal 3 damage to a unit.” Luke Skywalker, I Can Save Him [luke-skywalker#i-can-save-him] | leader | set ASH #5, vigilance/heroism, cost 7, power 6, HP 7, force/jedi/rebel | Leader: When a friendly unit's attack ends: You may exhaust this leader. If you do, heal 1 damage from that unit. Epic Action: If you control 7 or more resources, deploy this leader. Deployed: When a friendly unit's attack ends: Heal 2 damage from that unit or from your base. Luke Skywalker, Jedi Knight [luke-skywalker#jedi-knight] | unit | set SOR #51, heroism/vigilance, cost 7, power 6, HP 7, force/jedi/rebel | Restore 3 When Played: Give an enemy unit –3/–3 for this phase. If a friendly unit was defeated this phase, give that enemy unit –6/–6 for this phase instead. Luke Skywalker, Profit or Be Destroyed [luke-skywalker#profit-or-be-destroyed] | unit | set LAW #80, aggression/cunning/heroism, cost 7, power 9, HP 7, force/jedi/rebel | When Played: An opponent chooses one: They create a Credit token. Ready this unit. You may deal 5 damage to a unit. Luke Skywalker, You Still With Me? [luke-skywalker#you-still-with-me] | unit | set JTL #94, command/heroism, cost 2, power 3, HP 2, force/rebel/pilot Luke's Jedi Lightsaber, Constructed by Hand [lukes-jedi-lightsaber#constructed-by-hand] | upgrade | set ASH #66, vigilance/heroism, cost 3, item/weapon/lightsaber | Attach to a non-Vehicle unit. If attached unit is Luke Skywalker, he gains Sentinel. (Enemy units in this arena must attack a Sentinel when they attack you.) Luke's Lightsaber [lukes-lightsaber] | upgrade | set SOR #53, vigilance/heroism, cost 2, item/weapon/lightsaber | Attach to a non-Vehicle unit. When Played: If attached unit is Luke Skywalker, heal all damage from him and give a Shield token to him. Luminara Unduli, Soft-Spoken Master [luminara-unduli#softspoken-master] | unit | set TWI #50, vigilance/heroism, cost 7, power 4, HP 9, force/jedi/republic | Coordinate — Grit (Gain this keyword while you control 3 or more units. This unit gets +1/+0 for each damage on her.) When Played: Choose a base. Heal 1 damage from it for each unit you control. Luminous Beings [luminous-beings] | event | set LOF #104, command/heroism, cost 6, force | Put up to 3 Force units from your discard pile on the bottom of your deck in a random order. Give that many units +4/+4 for this phase. Lurking Snub Fighter [lurking-snub-fighter] | unit | set SEC #189, cunning/villainy, cost 3, power 2, HP 3, underworld/vehicle/fighter | When Played: You may exhaust a unit. Plot (When you deploy a leader, you may play this card from your resources, paying its cost. Replace it with the top card of your deck.) Lurking TIE Phantom [lurking-tie-phantom] | unit | set SHD #187, cunning/villainy, cost 3, power 2, HP 2, imperial/vehicle/fighter | Raid 2 (This unit gets +2/+0 while attacking.) This unit can't be captured, damaged, or defeated by enemy card abilities. Luthen Rael, Don't You Want to Fight For Real? [luthen-rael#dont-you-want-to-fight-for-real] | leader | set SEC #13, aggression/heroism, cost 5, power 2, HP 7, rebel | Leader: When a friendly unit is defeated while attacking: You may exhaust this leader. If you do, deal 1 damage to a unit or base. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: When a friendly unit is defeated while attacking: You may deal 2 damage to a unit or base. Luthen Rael, Masquerading Antiquarian [luthen-rael#masquerading-antiquarian] | unit | set LOF #68, vigilance, cost 4, power 4, HP 5, rebel | On Attack: Search the top 5 cards of your deck for an Item upgrade, reveal it, and draw it. (Put the other cards on the bottom of your deck in a random order.) Luthen's Haulcraft, Countermeasures Armed [luthens-haulcraft#countermeasures-armed] | unit | set SEC #153, aggression/heroism, cost 5, power 5, HP 3, rebel/vehicle/transport | When Defeated: You may choose an opponent and disclose AggressionAggressionHeroism (reveal cards from your hand with these aspect icons among them). If you do, that opponent discards 2 cards from their hand. Lux Bonteri, Renegade Separatist [lux-bonteri#renegade-separatist] | unit | set TWI #210, cunning, cost 2, power 3, HP 2, separatist | When an opponent plays a card: If that opponent paid less than the card's cost to play it, ready or exhaust a unit. Ma Klounkee [ma-klounkee] | event | set SHD #229, cunning, cost 1, underworld/trick | Return a friendly non-leader Underworld unit to its owner's hand. If you do, deal 3 damage to a unit. Maarva Andor, We've Been Sleeping [maarva-andor#weve-been-sleeping] | unit | set SEC #252, heroism, cost 3, power 3, HP 4, rebel | When Defeated: Give an Experience token to each friendly Rebel unit. Mace Windu, Leaping into Action [mace-windu#leaping-into-action] | unit | set LOF #149, aggression/heroism, cost 6, power 6, HP 6, force/jedi/republic | Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) When Played: You may use the Force (lose your Force token). If you do, deal 4 damage to a unit. Mace Windu, Party Crasher [mace-windu#party-crasher] | unit | set SOR #149, aggression/heroism, cost 7, power 5, HP 7, force/jedi/republic | Ambush When this unit attacks and defeats a unit: Ready him. Mace Windu, Vaapad Form Master [mace-windu#vaapad-form-master] | leader | set TWI #13, aggression/heroism, cost 7, power 5, HP 8, force/jedi/republic | Leader: Action [1 resource, Exhaust]: Deal 1 damage to a damaged enemy unit. Then, if it has 5 or more damage on it, deal 1 damage to it. Epic Action: If you control 7 or more resources, deploy this leader. Deployed: When Deployed: Deal 2 damage to each damaged enemy unit. Mace Windu's Lightsaber [mace-windus-lightsaber] | upgrade | set TWI #152, aggression/heroism, cost 2, item/weapon/lightsaber | Attach to a non-Vehicle unit. When Played: If attached unit is Mace Windu, draw 2 cards. Magistrate's Scout [magistrates-scout] | unit | set LOF #32, vigilance/villainy, cost 3, power 2, HP 4, imperial/trooper | Restore 2 (When this unit attacks, heal 2 damage from your base.) MagnaGuard Wing Leader [magnaguard-wing-leader] | unit | set TWI #82, command/villainy, cost 3, power 3, HP 4, separatist/vehicle/fighter | Action: Attack with a Droid unit. Then, attack with another Droid unit. Use this ability only once each round. Major Partagaz, Healthcare Provider [major-partagaz#healthcare-provider] | unit | set SEC #81, command/villainy, cost 2, power 0, HP 6, imperial/official | Overwhelm When another friendly Official unit attacks: This unit gets +2/+2 for this phase. Major Vonreg, Red Baron [major-vonreg#red-baron] | leader | set JTL #11, aggression/villainy, cost 4, power 2, HP 5, first order/pilot | Leader: Action [Exhaust]: Play a Vehicle unit from your hand (paying its cost). If you do, give another unit +1/+0 for this phase. Epic Action: If you control 4 or more resources, choose one: Deploy this leader. Deploy this leader as an upgrade on a friendly Vehicle unit without a Pilot on it. Deployed: Attached unit is a leader unit. It gains: “On Attack: You may give another unit in this arena +1/+0 for this phase.” Make an Opening [make-an-opening] | event | set SOR #76, vigilance, cost 3, tactic | Give a unit –2/–2 for this phase. Heal 2 damage from your base. Malakili, Keeper of the Menagerie [malakili#keeper-of-the-menagerie] | unit | set LAW #212, cunning/villainy, cost 2, power 2, HP 4, underworld | Each friendly Creature unit and each Creature unit you own that isn't in play gains the Underworld trait. Malakili, Loving Rancor Keeper [malakili#loving-rancor-keeper] | unit | set LOF #108, command, cost 2, power 1, HP 4, underworld | The first Creature unit you play each phase costs 1 resource less. If a friendly Creature unit would deal damage to a friendly unit, prevent that damage. Malevolence, Grievous's Secret Weapon [malevolence#grievouss-secret-weapon] | unit | set TWI #39, vigilance/villainy, cost 9, power 7, HP 7, separatist/vehicle/capital ship | Exploit 4 Restore 2 When Played: Give an enemy unit –4/–0 for this phase. It can't attack for this phase. Mandalorian [mandalorian] | token | set ASH, vigilance, cost 0, power 2, HP 2, mandalorian | Shielded (When you create this token, give a Shield token to it.) Mandalorian Armor [mandalorian-armor] | upgrade | set SHD #73, vigilance, cost 2, item/armor | Attach to a non-Vehicle unit. When Played: If attached unit is a Mandalorian, give a Shield token to it. Mandalorian Flagship, Captured from the Empire [mandalorian-flagship#captured-from-the-empire] | unit | set ASH #113, command/heroism, cost 7, power 4, HP 8, mandalorian/vehicle/capital ship | While you control a leader unit, this unit gains Ambush. (When you play this unit, it may attack an enemy unit.) This unit gets +1/+0 for each other friendly Mandalorian unit. Mandalorian Scout [mandalorian-scout] | unit | set ASH #216, cunning, cost 2, power 3, HP 3, mandalorian | When Defeated: Exhaust a ready friendly resource. Mandalorian Super Commandos [mandalorian-super-commandos] | unit | set ASH #240, villainy, cost 3, power 2, HP 5, mandalorian/trooper | While you control a leader unit, this unit gets +2/+0. Mandalorian Warrior [mandalorian-warrior] | unit | set SHD #258, cost 3, power 3, HP 3, mandalorian | When Played: You may give an Experience token to another Mandalorian unit. Mando's N-1 Starfighter, Faster than a Fathier [mandos-n1-starfighter#faster-than-a-fathier] | unit | set ASH #203, cunning/heroism, cost 2, power 1, HP 3, mandalorian/vehicle/fighter | Support On Attack: You may exhaust a friendly (non-upgrade) leader. If you do, this unit gets +2/+0 for this attack. Manufactured Soldiers [manufactured-soldiers] | event | set TWI #102, command/command, cost 3, supply | Choose one: Create 2 Clone Trooper tokens. Create 3 Battle Droid tokens. Marchion Ro, Eye of the Nihil [marchion-ro#eye-of-the-nihil] | unit | set LOF #186, cunning/villainy, cost 6, power 6, HP 7, underworld/nihil | Each friendly unit's Raid is doubled. Mark My Words [mark-my-words] | upgrade | set ASH #181, aggression, cost 1, learned | Attach to a damaged unit. Attached unit gains Overwhelm. (When attacking an enemy unit, deal excess damage to the opponent's base.) Marrok, Mysterious Warrior [marrok#mysterious-warrior] | unit | set ASH #30, vigilance/aggression/villainy, cost 3, power 2, HP 6, force/inquisitor | Sentinel While this unit is upgraded, he loses Sentinel and gains Saboteur. Marrok's Fiend Fighter, Formidable Pursuer [marroks-fiend-fighter#formidable-pursuer] | unit | set ASH #241, villainy, cost 3, power 3, HP 2, vehicle/fighter | Support Overwhelm This unit gets +2/+0 while attacking a damaged unit. Mas Amedda, Accomplice to Power [mas-amedda#accomplice-to-power] | unit | set SEC #84, command/villainy, cost 4, power 3, HP 4, republic/official | When Played: Give an Experience token to each of up to 2 other Official units. Plot (When you deploy a leader, you may play this card from your resources, paying its cost. Replace it with the top card of your deck.) Mas Amedda, Vice Chair [mas-amedda#vice-chair] | unit | set TWI #101, command/command, cost 2, power 0, HP 4, republic/official | When you play another unit: You may exhaust this unit. If you do, search the top 4 cards of your deck for a unit, reveal it, and draw it. (Put the other cards on the bottom of your deck in a random order.) Massassi Group Marines [massassi-group-marines] | unit | set LAW #146, command/heroism, cost 3, power 4, HP 4, rebel/trooper Massassi Tactical Officer [massassi-tactical-officer] | unit | set JTL #146, aggression/heroism, cost 1, power 0, HP 4, rebel | Action [Exhaust]: Attack with a Fighter unit. It gets +2/+0 for this attack. Massassi Temple [massassi-temple] | base | set JTL #26, aggression, HP 30 Masterstroke [masterstroke] | event | set ASH #234, cunning, cost 2, tactic | Attack with a unit. It gets +1/+0 for this attack for each unit the defending player controls in its arena. Mastery [mastery] | upgrade | set LAW #129, vigilance, cost 4, learned | This upgrade costs 1 resource less to play on a unit. Maul, A Rival in Darkness [maul#a-rival-in-darkness] | leader | set TWI #9, aggression/villainy, cost 6, power 6, HP 6, force/underworld | Leader: Action [Exhaust]: Attack with a unit. It gains Overwhelm for this attack. (When attacking an enemy unit, deal excess damage to the opponent's base.) Epic Action: If you control 6 or more resources, deploy this leader. Deployed: Overwhelm Each other friendly unit gains Overwhelm. Maul, Collective Ambition [maul#collective-ambition] | leader | set TS26 #3, command/villainy, cost 7, power 5, HP 9, force/underworld | Leader: Action [Exhaust]: Choose a unit. If it has more different keywords than it has Experience tokens on it, give an Experience token to it and deal 1 damage to it. Epic Action: If you control 7 or more resources, deploy this leader. Deployed: When Deployed/On Attack: Choose a unit. If it has more different keywords than it has Experience tokens on it, give an Experience token to it and deal 1 damage to it. Maul, Master of the Shadow Collective [maul#master-of-the-shadow-collective] | unit | set LAW #54, command/aggression/villainy, cost 7, power 6, HP 8, force/underworld | Overwhelm When Attack Ends: If this unit dealt combat damage to a player's base, you may take control of a non-leader unit that player controls. When this unit leaves play, that unit's owner takes control of that unit. Maul, One Last Lesson [maul#one-last-lesson] | unit | set TS26 #30, aggression/cunning, cost 4, power 5, HP 4, force/underworld | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) When Played: You may attack with another unit. Maul, Shadow Collective Visionary [maul#shadow-collective-visionary] | unit | set SHD #90, command/villainy, cost 7, power 7, HP 6, force/underworld | Ambush Overwhelm On Attack: You may choose another friendly Underworld unit. If you do, all combat damage that would be dealt to this unit during this attack is dealt to the chosen unit instead. Max Rebo, Encore! [max-rebo#encore] | unit | set LAW #72, command/cunning, cost 4, power 2, HP 7, underworld/musician | There is an additional regroup phase after the first regroup phase each round. Maximum Firepower [maximum-firepower] | event | set SOR #234, villainy, cost 4, imperial/tactic | A friendly Imperial unit deals damage equal to its power to a unit. Then, another friendly Imperial unit deals damage equal to its power to the same unit. Mayor's Majordomo, No Problem Groveling [mayors-majordomo#no-problem-groveling] | unit | set ASH #217, cunning, cost 2, power 1, HP 4, official | Action [Exhaust, discard a card from your hand]: Exhaust a unit. Maz Kanata, Pirate Queen [maz-kanata#pirate-queen] | unit | set SHD #96, command/heroism, cost 1, power 1, HP 1, underworld | When you play another unit: Give an Experience token to this unit. Maz Kanata, The Light Guides [maz-kanata#the-light-guides] | unit | set LOF #111, command, cost 3, power 3, HP 4, underworld | When Played: You may attack with a Force unit. It gets +2/+0 for this attack. Maz Kanata, Where's My Boyfriend? [maz-kanata#wheres-my-boyfriend] | unit | set LAW #74, command/cunning, cost 5, power 4, HP 4, underworld | When Attack Ends: If this unit survived, search the top 5 cards of your deck for an Underworld unit and play it. It costs 4 resources less and enters play ready. At the start of the regroup phase, put that unit on the bottom of your deck (if it is still in play). Maz Kanata's Castle [maz-kanatas-castle] | base | set SHD #21, command, HP 30 MC30 Assault Frigate [mc30-assault-frigate] | unit | set JTL #118, command, cost 5, power 5, HP 5, rebel/vehicle/capital ship | Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) Raid 1 (This unit gets +1/+0 while attacking.) Mechanize [mechanize] | event | set TS26 #57, command, cost 2, supply | Play a non-Vehicle unit from your discard pile (paying its cost) and give an Experience token to it. Medal Ceremony [medal-ceremony] | event | set SOR #245, heroism, cost 0, rebel | Give an Experience token to each of up to 3 REBEL units that attacked this phase. Medical Frigate [medical-frigate] | unit | set LOF #250, heroism, cost 4, power 3, HP 6, republic/vehicle/capital ship | On Attack: You may heal 2 damage from another unit. Mercenary Company [mercenary-company] | unit | set SOR #117, command, cost 6, power 5, HP 5, underworld/trooper | Ambush (After you play this unit, it may ready and attack an enemy unit.) Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) Mercenary Fleet [mercenary-fleet] | unit | set LAW #164, command, cost 9, power 10, HP 10, underworld/vehicle/fighter/transport Mercenary Gunship [mercenary-gunship] | unit | set SHD #256, cost 2, power 3, HP 2, underworld/vehicle/fighter | Action [4 resources]: Take control of this unit. Any player may use this ability. Merciless Contest [merciless-contest] | event | set TWI #238, villainy, cost 3, tactic | Each player chooses a non-leader unit they control. Defeat those units. Merrin, Alone with the Dead [merrin#alone-with-the-dead] | unit | set LOF #160, aggression, cost 3, power 2, HP 5, force/night | On Attack: You may discard a card from your hand. If you do, deal 2 damage to a unit. Mid Rim Sharpshooter [mid-rim-sharpshooter] | unit | set LAW #193, aggression, cost 3, power 3, HP 3, underworld | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) When Played: You may pay 1 resource. If you do, an opponent discards a card from their hand. Midnight Repairs [midnight-repairs] | event | set SHD #54, vigilance/vigilance, cost 2, tactic | Heal up to 8 total damage from any number of units. Migs Mayfeld, How About a Toast? [migs-mayfeld#how-about-a-toast] | unit | set ASH #168, aggression, cost 2, power 2, HP 3, fringe | Support On Attack: Deal 1 damage to the defending unit. If this unit is upgraded, deal 2 damage to the defending unit instead. Migs Mayfeld, Triggerman [migs-mayfeld#triggerman] | unit | set SHD #163, aggression, cost 2, power 2, HP 2, underworld | When a player discards a card from their hand: You may deal 2 damage to a unit or base. Use this ability only once each round. Millennium Falcon, Bucket of Bolts [millennium-falcon#bucket-of-bolts] | unit | set IBH #31, cunning/heroism, cost 7, power 5, HP 6, rebel/vehicle/transport | When Played: If your base has more damage on it than an enemy base, ready this unit. Millennium Falcon, Dodging Patrols [millennium-falcon#dodging-patrols] | unit | set LAW #68, command/cunning/heroism, cost 3, power 2, HP 5, rebel/vehicle/transport | On Attack: You may give a space unit –2/–0 for this phase. You may give a ground unit +2/+0 for this phase. Millennium Falcon, Get Out And Push [millennium-falcon#get-out-and-push] | unit | set JTL #249, heroism, cost 3, power 3, HP 4, rebel/vehicle/transport | You may play or deploy 1 additional Pilot on this unit. This unit gets +1/+0 for each Pilot on it. Millennium Falcon, Lando's Pride [millennium-falcon#landos-pride] | unit | set SHD #204, cunning/heroism, cost 6, power 5, HP 5, underworld/vehicle/transport | If you play this unit from your hand, it gains Ambush. Smuggle [6 resources Cunning Heroism] (If this card is a resource, you may play her for her smuggle cost. Replace her with the top card of your deck.) Millennium Falcon, Piece of Junk [millennium-falcon#piece-of-junk] | unit | set SOR #193, cunning/heroism, cost 3, power 3, HP 4, underworld/vehicle/transport | This unit enters play ready. When you ready cards during the regroup phase: Either pay [1 resource] or return this unit to her owner's hand. Milodon Rider [milodon-rider] | unit | set LAW #240, cunning, cost 6, power 5, HP 6, fringe/creature | Ambush (When you play this unit, it may attack an enemy unit.) When Played: You may return another friendly non-leader unit to its owner's hand. Mina Bonteri, Stop This War [mina-bonteri#stop-this-war] | unit | set SEC #94, command/heroism, cost 2, power 2, HP 4, separatist/official | Restore 1 (When this unit attacks, heal 1 damage from your base.) When Defeated: You may disclose CommandCommandHeroism (reveal cards from your hand with these aspect icons among them). If you do, draw a card. Mind Trick [mind-trick] | event | set LOF #202, cunning/heroism, cost 2, force/trick | Exhaust any number of units with a combined power of 4 or less. If you control a Force unit, those units lose all abilities and can't gain abilities for this phase. Mining Guild TIE Fighter [mining-guild-tie-fighter] | unit | set SOR #206, cunning, cost 1, power 1, HP 2, fringe/vehicle/fighter | On Attack: You may pay [2 resources]. If you do, draw a card. Miraj Scintel, The Weak Deserve to Kneel [miraj-scintel#the-weak-deserve-to-kneel] | unit | set SEC #139, aggression/villainy, cost 5, power 3, HP 7, separatist/official | While a friendly unit is attacking a damaged unit, the attacker gains Overwhelm. When Played: You may deal 3 damage to an undamaged unit. Mislead [mislead] | event | set TS26 #81, cunning, cost 2, trick | Give a Shield token to a unit. Give a unit –3/–0 for this phase. Mission Briefing [mission-briefing] | event | set SOR #171, aggression, cost 3, plan | Choose a player. They draw 2 cards. Mist Hunter, The Findsman's Pursuit [mist-hunter#the-findsmans-pursuit] | unit | set JTL #186, cunning/villainy, cost 3, power 3, HP 4, underworld/vehicle/transport | On Attack: If you played a Bounty Hunter or Pilot card this phase, you may draw a card. Mister Bones, I Performed Violence [mister-bones#i-performed-violence] | unit | set TWI #154, aggression/aggression, cost 1, power 3, HP 1, fringe/droid | On Attack: If you have no cards in your hand, you may deal 3 damage to a ground unit. Modded Cohort [modded-cohort] | unit | set SHD #100, command/heroism, cost 4, power 2, HP 4, underworld | Ambush (When you play this unit, it may ready and attack an enemy unit.) Raid 2 (This unit gets +2/+0 while attacking.) Moff Gideon, Formidable Commander [moff-gideon#formidable-commander] | leader | set SHD #7, command/villainy, cost 5, power 3, HP 6, imperial/official | Leader: Action [exhaust]: Attack with a unit that costs 3 or less. If it's attacking a unit, it gets +1/+0 for this attack. Epic Action: If you control 5 or more resources, deploy this leader. (Flip him, ready him, and move him to the ground arena.) Deployed: Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) Each friendly unit that costs 3 or less gets +1/+0 and gains Overwhelm while attacking an enemy unit. Moff Gideon, I Know Everything [moff-gideon#i-know-everything] | unit | set JTL #188, cunning/villainy, cost 4, power 5, HP 4, imperial/official | When this unit deals combat damage to an opponent's base: Each unit that opponent plays this phase costs 1 resource more. Moff Gideon, Indomitable Warlord [moff-gideon#indomitable-warlord] | leader | set ASH #8, command/villainy, cost 7, power 5, HP 8, imperial/official | Leader: Action [Exhaust]: If a friendly Imperial unit was defeated this phase, play a unit from your hand. It costs 1 resource less. Epic Action: If you control 7 or more resources, deploy this leader. Deployed: This unit gains each of the following keywords if it is on an Imperial unit in your discard pile: Ambush, Grit, Hidden, Overwhelm, Saboteur, Sentinel, Shielded, Support. Moff Gideon, Remnant Commander [moff-gideon#remnant-commander] | unit | set ASH #97, command/villainy, cost 3, power 2, HP 5, imperial/official | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) When Defeated: You may return a non- Imperial unit from your discard pile to your hand. Moff Jerjerrod, We Shall Redouble Our Efforts [moff-jerjerrod#we-shall-redouble-our-efforts] | unit | set ASH #94, command/villainy, cost 2, power 1, HP 3, imperial/official | If you would create a number of tokens, you may defeat this unit. If you do, create twice that number of tokens instead. Moisture Farmer [moisture-farmer] | unit | set SHD #55, vigilance, cost 1, power 0, HP 4, fringe | Restore 2 (When this unit attacks, heal 2 damage from your base.) Moment of Glory [moment-of-glory] | event | set SHD #130, command, cost 3, tactic | Give a unit +4/+4 for this phase. Moment of Peace [moment-of-peace] | event | set SOR #73, vigilance, cost 1, innate | Give a Shield token to a unit. Mon Mothma, Clinging to Hope [mon-mothma#clinging-to-hope] | unit | set SEC #103, command/heroism, cost 7, power 5, HP 8, rebel/official | Restore 3 When Played: You may attack with any number of other units (one at a time), even if those units are exhausted. They can't attack bases for these attacks. Mon Mothma, Forming a Coalition [mon-mothma#forming-a-coalition] | leader | set SEC #9, command/heroism, cost 5, power 3, HP 7, republic/official | Leader: Ignore the aspect penalties on non-Villainy Official units you play. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: Ignore the aspect penalties on non‑Villainy Official units you play. Each other friendly Official unit gets +0/+1. Mon Mothma, Voice Of The Rebellion [mon-mothma#voice-of-the-rebellion] | unit | set SOR #96, command/heroism, cost 2, power 1, HP 3, rebel/official | When Played: Search the top 5 cards of your deck for a REBEL card, reveal it, and draw it. (Put the other cards on the bottom of your deck in a random order.) Moral Authority [moral-authority] | upgrade | set SEC #256, heroism, cost 3, innate | Attach to a friendly (unique) unit. When Played: Attached unit captures an enemy non-leader unit with less remaining HP than it. Moralo Eval, Infamous Murderer [moralo-eval#infamous-murderer] | unit | set TS26 #73, cunning/villainy, cost 3, power 3, HP 2, underworld | Shielded (When you play this unit, give a Shield token to him.) When your base is dealt combat damage: You may deal 1 damage to a unit. Morgan Elsbeth, Following the Call [morgan-elsbeth#following-the-call] | leader | set LOF #5, command/villainy, cost 5, power 3, HP 6, force/imperial/night | Leader: Action [Exhaust]: Choose a friendly unit that attacked this phase. Play a unit from your hand that shares a keyword with the chosen unit. It costs 1 resource less. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: On Attack: The next unit you play this phase costs 1 resource less if it shares a keyword with a friendly unit. Morgan Elsbeth, Keeper of Many Secrets [morgan-elsbeth#keeper-of-many-secrets] | unit | set TWI #35, vigilance/villainy, cost 4, power 3, HP 6, force/imperial/official | Restore 1 On Attack: You may defeat another friendly unit. If you do, draw a card. Morgan Elsbeth, Life Abandoned [morgan-elsbeth#life-abandoned] | unit | set ASH #50, vigilance/villainy, cost 6, power 5, HP 6, force/night | Support (When you play this unit, you may attack with another unit. It gains this unit's other abilities for this attack.) When Defeated: You may give a unit –2/–2 for this phase. Mortar Trooper [mortar-trooper] | unit | set ASH #142, aggression/villainy, cost 2, power 1, HP 4, imperial/trooper | Action [Exhaust]: Deal 1 damage to each of up to 3 ground units. Mos Eisley [mos-eisley] | base | set JTL #30, cunning, HP 30 Mos Eisley Modifier [mos-eisley-modifier] | unit | set ASH #74, vigilance, cost 3, power 1, HP 4, fringe | Support (When you play this unit, you may attack with another unit. It gains this unit's other abilities for this attack.) Grit (This unit gets +1/+0 for each damage on it.) Mos Espa Watermonger [mos-espa-watermonger] | unit | set ASH #260, cost 2, power 1, HP 3, fringe | When Played: You may draw a card. If you do, discard a card. Mother Talzin, Power Through Magick [mother-talzin#power-through-magick] | leader | set LOF #2, vigilance/villainy, cost 5, power 3, HP 7, force/night | Leader: Action [Exhaust, use the Force (lose your Force token)]: Give a unit –1/–1 for this phase. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: On Attack: You may give a unit –1/–1 for this phase. Mother Talzin, Stealing the Spirit [mother-talzin#stealing-the-spirit] | unit | set TS26 #26, command/cunning/villainy, cost 5, power 5, HP 4, force/night | Sentinel When Defeated: Look at an opponent's hand and discard a card from it. If you do, they draw a card. If the discarded card is a unit, for this phase you may play it from their discard pile, ignoring its aspect penalties. Mount Tantiss [mount-tantiss] | base | set SEC #26, cunning, HP 30 Mouse Droid [mouse-droid] | unit | set ASH #237, villainy, cost 1, power 1, HP 1, imperial/droid | Raid 1 (This unit gets +1/+0 while attacking.) When Played: The next Imperial unit you play this phase costs 1 resource less. Muckraker Crab Droid [muckraker-crab-droid] | unit | set SEC #135, aggression/villainy, cost 3, power 4, HP 3, separatist/droid | While this unit is ready, it can't be attacked. Multi-Troop Transport [multitroop-transport] | unit | set TWI #66, vigilance, cost 7, power 3, HP 6, separatist/vehicle/tank | Exploit 2 (While playing this card, defeat up to 2 units you control. This card costs 2 resources less for each unit defeated this way.) On Attack: Create a Battle Droid token. Munificent Frigate [munificent-frigate] | unit | set JTL #69, vigilance, cost 5, power 4, HP 7, separatist/vehicle/capital ship Mynock [mynock] | unit | set LOF #109, command, cost 2, power 2, HP 3, creature | Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) Mysterious Hermit [mysterious-hermit] | unit | set LOF #208, cunning, cost 2, power 1, HP 4, force/fringe | Ambush (When you play this unit, it may attack an enemy unit.) Mystic Monastery [mystic-monastery] | base | set LOF #22, command, HP 25 | Action: The Force is with you (create your Force token). Use this ability no more than 3 times each game. Mystic Reflection [mystic-reflection] | event | set SHD #51, heroism/vigilance, cost 1, force | Give an enemy unit –2/–0 for this phase. If you control a Force unit, give the enemy unit –2/–2 for this phase instead. Mythosaur, Folklore Awakened [mythosaur#folklore-awakened] | unit | set LOF #73, vigilance, cost 9, power 10, HP 10, mandalorian/creature | Shielded Friendly upgraded units can't be exhausted or returned to hand by enemy card abilities. Friendly leaders gain the Mandalorian trait. N-1 Starfighter [n1-starfighter] | unit | set LOF #192, cunning/heroism, cost 2, power 3, HP 2, naboo/vehicle/fighter N5 Sentry Droid [n5-sentry-droid] | unit | set ASH #252, heroism, cost 3, power 4, HP 2, new republic/droid | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) Nabat Village [nabat-village] | base | set JTL #28, cunning, HP 27 | Draw 3 more cards in your starting hand. You can't take a mulligan. When the first action phase starts: Put 3 cards from your hand on the bottom of your deck in any order. Naboo Royal Starship, Fit For A Queen [naboo-royal-starship#fit-for-a-queen] | unit | set SEC #99, command/heroism, cost 4, power 2, HP 5, naboo/vehicle/transport | Each friendly leader unit gains Raid 2 and Overwhelm. Plot (When you deploy a leader, you may play this card from your resources, paying its cost. Replace it with the top card of your deck.) Naboo Security Force [naboo-security-force] | unit | set SEC #120, command, cost 6, power 5, HP 7, naboo/trooper | When Played/When Defeated: You may disclose Command (reveal a card from your hand with this aspect icon). If you do, give a friendly unit Sentinel for this phase. Nadiri Dockyards [nadiri-dockyards] | base | set JTL #27, aggression, HP 30 Nala Se, Chief Medical Scientist [nala-se#chief-medical-scientist] | unit | set SEC #65, vigilance, cost 5, power 4, HP 7, kaminoan | On Attack: You may disclose VigilanceVigilance (reveal cards from your hand with these aspect icons among them). If you do, heal up to 4 damage from among other units. Nala Se, Clone Engineer [nala-se#clone-engineer] | leader | set TWI #1, villainy/vigilance, cost 4, power 1, HP 7, kaminoan | Leader: Ignore the aspect penalty on Clone units you play. Epic Action: If you control 4 or more resources, deploy this leader. Deployed: Ignore the aspect penalty on Clone units you play. Each friendly Clone unit gains: “When Defeated: Heal 2 damage from your base.” Nameless Terror [nameless-terror] | unit | set LOF #33, vigilance/villainy, cost 3, power 3, HP 3, creature | When Played: You may exhaust a Force unit. On Attack: Each enemy unit loses the Force trait for this phase. Nameless Valor [nameless-valor] | upgrade | set TWI #119, command, cost 1, learned | Attach to a token unit. Attached unit gains Overwhelm. (When attacking an enemy unit, deal excess damage to the opponent's base.) Naval Intelligence HQ [naval-intelligence-hq] | base | set SEC #24, aggression, HP 30 Nebula Ignition [nebula-ignition] | event | set JTL #80, vigilance, cost 9, disaster | Defeat each unit that isn't upgraded. Nebulon-C Frigate [nebulonc-frigate] | unit | set ASH #81, vigilance, cost 5, power 3, HP 6, new republic/vehicle/capital ship | When Played: You may heal 3 damage from a unit or base. Neel, The Cutest Boy [neel#the-cutest-boy] | unit | set ASH #248, heroism, cost 1, power 1, HP 4, fringe | When Played/On Attack: The next unit you play this phase with 1 or less power enters play ready. Nemik's Manifesto [nemiks-manifesto] | upgrade | set SEC #156, aggression/heroism, cost 1, item/rebel | Attach to a non-Vehicle unit. Attached unit gains the Rebel trait and: “When Defeated: Deal 1 damage to each enemy base for each other friendly Rebel unit.” Nevarro City [nevarro-city] | base | set SHD #22, command, HP 30 Nevarro City, Restored [nevarro-city-restored] | base | set ASH #20, vigilance, HP 30 Never Tell Me the Odds [never-tell-me-the-odds] | event | set JTL #208, cunning/heroism, cost 3, gambit | Discard 3 cards from an opponent's deck and 3 cards from your deck. Deal damage to a unit equal to the number of cards with an odd cost discarded this way. Nien Nunb, Loyal Co-Pilot [nien-nunb#loyal-copilot] | unit | set JTL #93, command/heroism, cost 1, power 1, HP 2, rebel/pilot | This unit gets +1/+0 for each other friendly Pilot unit and upgrade. Night Wind Assailants [night-wind-assailants] | unit | set LAW #251, villainy, cost 5, power 5, HP 5, underworld | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) Nightsister Lair [nightsister-lair] | base | set LOF #20, vigilance, HP 28 | When a friendly Force unit attacks: The Force is with you (create your Force token). Nightsister Warrior [nightsister-warrior] | unit | set LOF #59, vigilance, cost 2, power 2, HP 2, force/night | When Defeated: Draw a card. Nihil Marauder [nihil-marauder] | unit | set LOF #182, cunning/villainy, cost 3, power 1, HP 5, underworld/trooper/nihil | Raid 3 (This unit gets +3/+0 while attacking.) Nihil Stormsower [nihil-stormsower] | unit | set LAW #209, cunning/villainy, cost 1, power 2, HP 2, underworld/nihil | Hidden (This unit can't be attacked if it was played this phase.) Niima Outpost Constables [niima-outpost-constables] | unit | set SHD #62, vigilance, cost 4, power 2, HP 6, fringe | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) Niman Strike [niman-strike] | event | set LOF #124, command, cost 1, learned | Attack with a Force unit, even if it's exhausted. It gets +1/+0 and can't attack bases for this attack. Nimble Prowess [nimble-prowess] | upgrade | set SEC #69, vigilance, cost 1, innate | Attach to a friendly unit. When Played: You may exhaust a unit in attached unit's arena. Ninth Sister, Hulking Inquisitor [ninth-sister#hulking-inquisitor] | unit | set ASH #148, aggression/villainy, cost 7, power 8, HP 7, force/imperial/inquisitor | Overwhelm When Played: An opponent discards a card from their hand. You may deal damage equal to its cost divided as you choose among any number of units. Nite Owl Skirmisher [nite-owl-skirmisher] | unit | set SHD #149, heroism/aggression, cost 3, power 4, HP 3, mandalorian/trooper | Smuggle [5 resources Aggression Heroism] (If this card is a resource, you may play it for its smuggle cost. Replace it with the top card of your deck.) No Bargain [no-bargain] | event | set SHD #244, villainy, cost 3, trick | Each opponent discards a card from their hand. Draw a card. No Disintegrations [no-disintegrations] | event | set JTL #144, aggression/villainy, cost 3, plan | Deal damage to a non-leader unit equal to 1 less than its remaining HP. No Glory, Only Results [no-glory-only-results] | event | set JTL #43, vigilance/villainy, cost 5, tactic | Take control of a non-leader unit, then defeat it. No Good to Me Dead [no-good-to-me-dead] | event | set SOR #186, cunning/villainy, cost 2, plan | Exhaust a unit. That unit can't ready this round (including during the regroup phase). No One Ever Knew [no-one-ever-knew] | event | set SEC #196, cunning/villainy, cost 2, trick | For each friendly Official unit, exhaust an enemy unit. Nothing Left to Fear [nothing-left-to-fear] | event | set LAW #41, vigilance/command, cost 5, innate | Choose a friendly unit and give it +2/+2 for this phase. Then, you may defeat a non-leader unit with power equal to or less than the chosen unit. Noti Mobile Pod [noti-mobile-pod] | unit | set ASH #261, cost 3, power 3, HP 4, vehicle/transport Noti Nomad [noti-nomad] | unit | set ASH #69, vigilance, cost 1, power 1, HP 2, fringe | Shielded (When you play this unit, give a Shield token to it.) Now There Are Two of Them [now-there-are-two-of-them] | event | set TWI #225, cunning, cost 3, trick | If you control exactly one unit, play a non-Vehicle unit from your hand that shares a Trait with the unit you control. It costs 5 resources less. Nowhere to Hide [nowhere-to-hide] | upgrade | set ASH #198, cunning/villainy, cost 2, condition | Attached unit gains Sentinel. (Enemy units in this arena must attack a Sentinel when they attack you.) Nubian Star Skiff [nubian-star-skiff] | unit | set SEC #116, command, cost 4, power 4, HP 4, naboo/vehicle/transport | While you control an Official unit, this unit gains Restore 2. (When this unit attacks, heal 2 damage from your base.) Nute Gunray, Escaping Justice [nute-gunray#escaping-justice] | unit | set SEC #31, vigilance/villainy, cost 3, power 3, HP 4, separatist/official | Grit When Played/On Attack: You may give another friendly Official unit Sentinel for this phase. Nute Gunray, Vindictive Viceroy [nute-gunray#vindictive-viceroy] | leader | set TWI #2, vigilance/villainy, cost 6, power 2, HP 8, separatist/official | Leader: Action [Exhaust]: If 2 or more friendly units were defeated this phase, create a Battle Droid token. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: On Attack: Create a Battle Droid token. Obedient Vanguard [obedient-vanguard] | unit | set TWI #104, command, cost 1, power 1, HP 1, separatist/droid/trooper | Raid 1 (This unit gets +1/+0 while attacking.) When Defeated: You may give a Trooper unit +2/+2 for this phase. Obi-Wan Kenobi, Courage Makes Heroes [obiwan-kenobi#courage-makes-heroes] | leader | set LOF #8, command/heroism, cost 5, power 3, HP 6, force/jedi/republic | Leader: Action [Exhaust, use the Force (lose your Force token)]: Give an Experience token to a unit without an Experience token on it. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: On Attack: You may give an Experience token to another unit without an Experience token on it. Obi-Wan Kenobi, Finding What Doesn't Exist [obiwan-kenobi#finding-what-doesnt-exist] | unit | set SEC #205, cunning/heroism, cost 4, power 4, HP 5, force/jedi/republic | When this unit deals combat damage to a base: Discard a card from the defending player's deck. For this phase, you may play that card from their discard pile, ignoring its aspect penalties. Obi-Wan Kenobi, Following Fate [obiwan-kenobi#following-fate] | unit | set SOR #49, vigilance/heroism, cost 6, power 4, HP 6, force/jedi | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) When Defeated: Give 2 Experience tokens to another friendly unit. If it's a Force unit, draw a card. Obi-Wan Kenobi, Patient Mentor [obiwan-kenobi#patient-mentor] | leader | set TWI #3, vigilance/heroism, cost 6, power 4, HP 7, force/jedi/republic | Leader: Action [Exhaust]: Heal 1 damage from a unit. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: Sentinel (Units in this arena can’t attack your non-Sentinel units or your base.) On Attack: Heal 1 damage from a unit. If you do, deal 1 damage to a different unit. Obi-Wan Kenobi, Protective Padawan [obiwan-kenobi#protective-padawan] | unit | set LOF #96, command/heroism, cost 3, power 3, HP 5, force/jedi/republic | When you play a Force unit (including this one): This unit gains Sentinel for this phase. Obi-Wan Kenobi, Protector of Felucia [obiwan-kenobi#protector-of-felucia] | unit | set LAW #36, vigilance/command/heroism, cost 7, power 7, HP 7, force/jedi/republic | Sentinel While you control 7 or more units, their printed power is considered to be 7 and printed HP is considered to be 7. Obi-Wan Kenobi, Steadfast Knight [obiwan-kenobi#steadfast-knight] | unit | set TS26 #40, vigilance/heroism, cost 3, power 4, HP 4, force/jedi/republic | Other friendly Republic units gain Restore 1. (When they attack, heal 1 damage from your base.) Obi-Wan's Aethersprite, This is Why I Hate Flying [obiwans-aethersprite#this-is-why-i-hate-flying] | unit | set TWI #48, vigilance/heroism, cost 5, power 4, HP 6, jedi/republic/vehicle/fighter | When Played/On Attack: You may deal 1 damage to this unit and 2 damage to another space unit. Occupier Siege Tank [occupier-siege-tank] | unit | set SOR #165, aggression, cost 5, power 5, HP 4, imperial/vehicle/tank | Grit (This unit gets +1/+0 for each damage on it.) Oggdo Bogdo, Bogano Brute [oggdo-bogdo#bogano-brute] | unit | set LOF #63, vigilance, cost 3, power 5, HP 5, creature | This unit can't attack unless it's damaged. When this unit attacks and defeats a unit: Heal 2 damage from this unit. Ohnaka Gang Bandits [ohnaka-gang-bandits] | unit | set LAW #199, aggression, cost 7, power 6, HP 7, underworld | Raid 3 (This unit gets +3/+0 while attacking.) Ohnaka Gang Starhopper [ohnaka-gang-starhopper] | unit | set LAW #230, cunning, cost 2, power 2, HP 2, underworld/vehicle/fighter | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) Old Access Codes [old-access-codes] | upgrade | set TWI #168, aggression, cost 1, item | When Played: If an opponent controls more units than you, draw a card. Old Daka, Oldest and Wisest [old-daka#oldest-and-wisest] | unit | set LOF #36, vigilance/villainy, cost 5, power 6, HP 6, force/night | When Played: You may defeat a friendly Night unit not named Old Daka. Then, you may play that unit from your discard pile for free. Omega, Part of the Squad [omega#part-of-the-squad] | unit | set SHD #198, cunning/heroism, cost 2, power 2, HP 2, fringe/clone | Ignore the aspect penalty on the first Clone unit you play each round. When Played: Search the top 5 cards of your deck for a Clone card, reveal it, and draw it. (Put the other cards on the bottom of your deck in a random order.) Omicron Strike Craft [omicron-strike-craft] | unit | set JTL #64, vigilance, cost 3, power 2, HP 3, republic/vehicle/transport | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) On the Doorstep [on-the-doorstep] | event | set TWI #190, villainy/cunning, cost 4, supply | Create 3 Battle Droid tokens and ready them. On Top of Things [on-top-of-things] | upgrade | set TWI #219, cunning, cost 2, trick | When Played: Attached unit can't be attacked this phase (unless it has Sentinel). One in a Million [one-in-a-million] | event | set SEC #53, vigilance/heroism, cost 1, gambit | This card can't be played from your hand. Defeat a unit with power and remaining HP both equal to the number of ready resources you control. Plot One Must Destroy to Create [one-must-destroy-to-create] | event | set ASH #247, villainy, cost 3, plan | Defeat a friendly non-leader unit. Then, you may play that unit from your discard pile for free. One Way Out [one-way-out] | event | set SEC #157, aggression/heroism, cost 1, gambit | Attack with a unit. It gets +1/+0 and gains Overwhelm for this attack. If it attacks a unit, the defender loses all abilities for this attack. Onyx Cinder, Adventure Awaits [onyx-cinder#adventure-awaits] | unit | set ASH #177, aggression, cost 6, power 6, HP 6, vehicle/transport | Hidden Other friendly units gain Hidden. Onyx Squadron Brute [onyx-squadron-brute] | unit | set JTL #33, vigilance/villainy, cost 2, power 2, HP 3, imperial/vehicle/fighter | When Defeated: Heal 2 damage from a base. OOM-Series Officer [oomseries-officer] | unit | set TWI #131, aggression/villainy, cost 2, power 2, HP 1, separatist/droid | When Defeated: Deal 2 damage to a base. Open Circle Ace [open-circle-ace] | unit | set ASH #201, cunning/heroism, cost 1, power 2, HP 2, republic/vehicle/fighter Open Fire [open-fire] | event | set SOR #172, aggression, cost 3, tactic | Deal 4 damage to a unit. Operation Cinder [operation-cinder] | event | set ASH #151, aggression/villainy, cost 6, disaster/plan | Deal 5 damage to your base. Then, deal 5 damage to each unit. Oppo Rancisis, Ancient Councilor [oppo-rancisis#ancient-councilor] | unit | set LOF #105, command/command, cost 3, power 3, HP 5, force/jedi/republic | This unit gains Ambush while another friendly unit has Ambush. The same is true for Grit, Hidden, Overwhelm, Saboteur, Sentinel, and Shielded. This unit gains Raid 2 while another friendly unit has Raid. The same is true for Restore. Oppression Breeds Rebellion [oppression-breeds-rebellion] | event | set SEC #158, aggression/heroism, cost 3, plan | If a friendly unit was defeated while attacking this phase, draw 3 cards. Orbiting K-Wing [orbiting-kwing] | unit | set JTL #166, aggression, cost 4, power 4, HP 4, vehicle/fighter | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) Orn Free Taa, Political Power Broker [orn-free-taa#political-power-broker] | unit | set SEC #112, command, cost 2, power 0, HP 4, republic/twi'lek/official | This unit gets +1/+0 for each Law card in your discard pile. When Played: Search the top 10 cards of your deck for a Law card, reveal it, and draw it. (Put the other cards on the bottom of your deck in a random order.) Osi Sobeck, Warden of the Citadel [osi-sobeck#warden-of-the-citadel] | unit | set TWI #115, command, cost 6, power 3, HP 6, separatist | Exploit 3 When Played: This unit captures an enemy non-leader ground unit with cost equal to or less than the number of resources paid to play this unit. Out the Airlock [out-the-airlock] | event | set JTL #79, vigilance, cost 5, tactic | Give a unit –5/–5 for this phase. Outcast, Mercenary Starship [outcast#mercenary-starship] | unit | set ASH #41, aggression/cunning, cost 2, power 1, HP 4, underworld/vehicle/transport | When a friendly unit enters play (including this one): It gets +1/+0 for this phase. Outer Rim Constable [outer-rim-constable] | unit | set SEC #163, aggression, cost 2, power 3, HP 1, fringe/official | When Played: You may defeat an upgrade. Outer Rim Headhunter [outer-rim-headhunter] | unit | set SOR #208, cunning, cost 2, power 1, HP 3, fringe/vehicle/fighter | Raid 1 (This unit gets +1/+0 while attacking.) On Attack: If you control a leader unit, you may exhaust a non-leader unit. Outer Rim Mystic [outer-rim-mystic] | unit | set LOF #112, command, cost 3, power 2, HP 6, force/fringe Outer Rim Outlaws [outer-rim-outlaws] | unit | set JTL #65, vigilance, cost 3, power 3, HP 3, underworld/bounty hunter | Shielded (When you play this unit, give a Shield token to it.) Outflank [outflank] | event | set SHD #128, command, cost 1, tactic | Attack with 2 units (one at a time). Outland Protector [outland-protector] | unit | set ASH #117, command, cost 1, power 1, HP 2, imperial/vehicle/fighter | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) Outland TIE Vanguard [outland-tie-vanguard] | unit | set SHD #82, command/villainy, cost 2, power 2, HP 1, imperial/vehicle/fighter | When Played: You may give an Experience token to another unit that costs 3 or less. Outlaw Corona [outlaw-corona] | unit | set SHD #116, command, cost 3, power 3, HP 5, underworld/vehicle/capital ship | Bounty — Put the top card of your deck into play as a resource. (When this unit is defeated or captured, your opponent collects its bounty.) Outmaneuver [outmaneuver] | event | set SOR #221, cunning, cost 3, tactic | Choose an arena (ground or space). Exhaust each unit in that arena. Outspoken Representative [outspoken-representative] | unit | set TWI #43, vigilance/heroism, cost 2, power 0, HP 3, republic/official | While you control another Republic unit, this unit gains Sentinel. (Units in this arena can't attack your non-Sentinel units or your base.) When Defeated: Create a Clone Trooper token. Overcharged Transport [overcharged-transport] | unit | set LAW #195, aggression, cost 4, power 4, HP 3, vehicle/transport | When Played/When Defeated: You may defeat an upgrade attached to a space unit. Overpower [overpower] | event | set LOF #126, command, cost 3, innate | Give a unit +3/+3 and Overwhelm for this phase. (When attacking an enemy unit, deal excess damage to the opponent's base.) Overwhelming Barrage [overwhelming-barrage] | event | set SOR #92, command/villainy, cost 5, tactic | Give a friendly unit +2/+2 for this phase. Then, it deals damage equal to its power divided as you choose among any number of other units. Owen Lars, Devoted Uncle [owen-lars#devoted-uncle] | unit | set LOF #57, vigilance, cost 1, power 0, HP 3, fringe | Restore 2 When Defeated: Search the top 5 cards of your deck for a Force unit, reveal it, and draw it. (Put the other cards on the bottom of your deck in a random order.) Padawan Starfighter [padawan-starfighter] | unit | set TWI #58, vigilance, cost 2, power 1, HP 3, jedi/republic/vehicle/fighter | While you control a Force unit or a Force upgrade, this unit gets +1/+1. Padmé Amidala, Follow My Lead [padme-amidala#follow-my-lead] | leader | set TS26 #4, command/heroism, cost 6, power 5, HP 6, naboo/republic/official | Leader: Action [Exhaust]: If 2 or more friendly units entered play this phase (including tokens and leaders) , attack with 1 of them, even if it's exhausted. It can't attack bases for this attack. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: When Attack Ends: You may attack with another friendly unit that entered play this phase, even if it's exhausted. It can't attack bases for this attack. Padmé Amidala, Pursuing Peace [padme-amidala#pursuing-peace] | unit | set TWI #192, cunning/heroism, cost 2, power 1, HP 4, naboo/republic/official | Coordinate — On Attack: Give an enemy unit –3/–0 for this phase. (Gain this ability while you control 3 or more units.) Padmé Amidala, Serving the Republic [padme-amidala#serving-the-republic] | leader | set TWI #8, command/heroism, cost 5, power 2, HP 7, naboo/republic/official | Leader: Coordinate — Action [1 resource, Exhaust]: Search the top 3 cards of your deck for a Republic card, reveal it, and draw it. (Put the other cards on the bottom of your deck in a random order. Gain this ability while you control 3 or more units.) Epic Action: If you control 5 or more resources, deploy this leader. Deployed: Restore 1 (When this unit attacks, heal 1 damage from your base.) Coordinate — On Attack: Search the top 3 cards of your deck for a Republic card, reveal it, and draw it. Padmé Amidala, What Do You Have to Hide? [padme-amidala#what-do-you-have-to-hide] | leader | set SEC #16, cunning/heroism, cost 6, power 3, HP 8, naboo/republic/official | Leader: When you reveal or discard 1 or more cards from your hand: You may exhaust this leader. If you do, deal 1 damage to a unit. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: When you reveal or discard 1 or more cards from your hand: You may deal 1 damage to a unit. Paige Tico, Dropping the Hammer [paige-tico#dropping-the-hammer] | unit | set JTL #46, vigilance/heroism, cost 2, power 3, HP 2, resistance/pilot Palace Chef Droid [palace-chef-droid] | unit | set ASH #73, vigilance, cost 2, power 0, HP 3, underworld/droid | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) This unit gets +2/+0 while defending. Paladin Training Corvette [paladin-training-corvette] | unit | set LOF #99, command/heroism, cost 5, power 3, HP 5, jedi/republic/vehicle/capital ship | When Played: You may give an Experience token to each of up to 3 Force units. Palpatine's Return [palpatines-return] | event | set SHD #94, command/villainy, cost 6, force/plan | Play a unit from your discard pile. It costs 6 resources less. If it's a Force unit, it costs 8 resources less instead. Pantoran Starship Thief [pantoran-starship-thief] | unit | set JTL #83, command/villainy, cost 2, power 2, HP 2, underworld/pilot | When Played: You may pay 3 resources. If you do, attach this unit as an upgrade to a Fighter or Transport unit without a Pilot on it. Take control of that unit. Partisan Hideout [partisan-hideout] | base | set LAW #30, cunning, HP 27 | Epic Action: Play a card from your hand, ignoring 1 of its Vigilance, Command, Aggression, or Cunning aspect penalties. Partisan Infantry [partisan-infantry] | unit | set LAW #154, command, cost 2, power 2, HP 3, rebel/trooper | Raid 1 (This unit gets +1/+0 while attacking.) Partisan Insurgent [partisan-insurgent] | unit | set SOR #159, aggression, cost 2, power 1, HP 4, rebel/trooper | While you control another [Aggression] unit, this unit gains Raid 2. (It gets +2/+0 while attacking.) Partisan U-Wing [partisan-uwing] | unit | set LAW #161, command, cost 5, power 3, HP 5, rebel/vehicle/transport | When Played: If a friendly unit was defeated this phase, create a Credit token. Pathfinder Sergeant [pathfinder-sergeant] | unit | set ASH #106, command/heroism, cost 2, power 2, HP 3, rebel/trooper | Ambush (When you play this unit, it may attack an enemy unit.) Restore 1 (When this unit attacks, heal 1 damage from your base.) Patient Hunter [patient-hunter] | unit | set LAW #73, command/cunning, cost 4, power 3, HP 3, bounty hunter | When the regroup phase starts: You may give an Experience token to a non-leader unit. If you do, that unit can't ready during this regroup phase. Patrolling AAT [patrolling-aat] | unit | set TWI #232, villainy, cost 5, power 4, HP 5, separatist/vehicle/tank | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) Patrolling V-Wing [patrolling-vwing] | unit | set SOR #111, command, cost 2, power 1, HP 1, vehicle/fighter | When Played: Draw a card. Pau City [pau-city] | base | set TWI #19, vigilance, HP 26 | Each leader unit you control gets +0/+1. Payroll Heist [payroll-heist] | event | set LAW #169, command, cost 4, plan | For this phase, each friendly unit gains: “On Attack: Create a Credit token.” Paz Vizsla, For a Brighter Future [paz-vizsla#for-a-brighter-future] | unit | set ASH #28, vigilance/command/heroism, cost 5, power 4, HP 7, mandalorian | Sentinel When Defeated: If this unit wasn't defeated by combat damage, create 2 Mandalorian tokens. Paz Vizsla, Unyielding Warrior [paz-vizsla#unyielding-warrior] | unit | set LOF #153, aggression/aggression, cost 5, power 3, HP 6, mandalorian | This unit gets +2/+0 for each damage on him. Pegasus Tri-Wing [pegasus-triwing] | unit | set ASH #171, aggression, cost 3, power 3, HP 2, vehicle/fighter | When Played: You may defeat a friendly upgrade. If you do, ready this unit. Peli Motto, I Should Charge You More [peli-motto#i-should-charge-you-more] | unit | set LOF #258, cost 2, power 1, HP 4, fringe | On Attack: Give an Experience token to a friendly Vehicle or Droid unit. Peli Motto, You Bring the Cash? [peli-motto#you-bring-the-cash] | unit | set ASH #212, cunning, cost 1, power 1, HP 1, fringe | Shielded Ignore the aspect penalties of the first non‑unit card you play each phase. Pelta Supply Frigate [pelta-supply-frigate] | unit | set TWI #95, command/heroism, cost 5, power 3, HP 6, republic/vehicle/capital ship | Coordinate — When Played: Create a Clone Trooper token. (Gain this ability while you control 3 or more units, including this one.) Peridea Bandit [peridea-bandit] | unit | set ASH #190, cunning/villainy, cost 2, power 4, HP 1, fringe Perilous Position [perilous-position] | upgrade | set TWI #70, vigilance, cost 3, condition | When Played: Exhaust attached unit. Perimeter AT-RT [perimeter-atrt] | unit | set JTL #68, vigilance, cost 4, power 3, HP 5, republic/vehicle/walker | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) Persecutor, Fire Over Scarif [persecutor#fire-over-scarif] | unit | set LAW #178, aggression/villainy, cost 9, power 9, HP 7, imperial/vehicle/capital ship | When Played/On Attack: Choose an arena. You may deal 3 damage to each unit in that arena. Perseverance [perseverance] | event | set ASH #89, vigilance, cost 2, innate | Heal 3 damage from a unit and give a Shield token to it. Petition the Senate [petition-the-senate] | event | set TWI #100, command/heroism, cost 3, tactic | If you control 3 or more Official units, draw 3 cards. Petranaki Arena [petranaki-arena] | base | set TWI #28, cunning, HP 26 | Each leader unit you control gets +1/+0. Phantom, Spectre Shuttle [phantom#spectre-shuttle] | unit | set LAW #144, command/heroism, cost 2, power 2, HP 2, rebel/vehicle/transport/spectre | When Played: You may play a Heroism unit from your hand (paying its cost) and give an Experience token to it. Phantom II, Modified to Dock [phantom-ii#modified-to-dock] | unit | set JTL #50, vigilance/heroism, cost 3, power 3, HP 3, rebel/vehicle/transport/spectre | Grit Action [1 resource]: If this card is a unit, attach it as an upgrade to The Ghost. (It's no longer a unit. Defeat all upgrades on it and remove all damage from it.) Attached unit gets +3/+3 and gains Grit. Phase I Clone Trooper [phase-i-clone-trooper] | unit | set TWI #241, heroism, cost 2, power 3, HP 2, republic/clone/trooper Phase II Clone Trooper [phase-ii-clone-trooper] | unit | set TWI #242, heroism, cost 3, power 3, HP 2, republic/clone/trooper | Ambush (When you play this unit, it may ready and attack an enemy unit.) Phase-III Dark Trooper [phaseiii-dark-trooper] | unit | set SHD #84, command/villainy, cost 3, power 3, HP 3, imperial/droid/trooper | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) When combat damage is dealt to this unit: Give an Experience token to this unit (if it survives the damage). Phoenix Squadron A-Wing [phoenix-squadron-awing] | unit | set JTL #95, command/heroism, cost 2, power 3, HP 2, rebel/vehicle/fighter Phoenix Squadron Fighters [phoenix-squadron-fighters] | unit | set LAW #110, vigilance/heroism, cost 8, power 6, HP 6, rebel/vehicle/fighter | This unit costs 1 resource less to play for each friendly damaged unit. Piercing Shot [piercing-shot] | event | set JTL #180, aggression, cost 3, tactic | Defeat all Shield tokens on a unit. Deal 3 damage to that unit. Pillage [pillage] | event | set SHD #181, aggression, cost 4, tactic | Choose a player. They discard 2 cards from their hand. Pillio Star Compass [pillio-star-compass] | upgrade | set LOF #122, command, cost 2, item | Attach to a non-Vehicle unit. When Played: Search the top 3 cards of your deck for a unit, reveal it, and draw it. (Put the other cards on the bottom of your deck in a random order). Pirate Battle Tank [pirate-battle-tank] | unit | set SHD #89, villainy/command, cost 6, power 4, HP 6, underworld/vehicle/tank | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) Smuggle [7 resources Command Villainy] (If this card is a resource, you may play it for its smuggle cost. Replace it with the top card of your deck.) Pirate Snub Fighter [pirate-snub-fighter] | unit | set LAW #135, command/villainy, cost 2, power 2, HP 3, underworld/vehicle/fighter | Ambush (When you play this unit, it may attack an enemy unit.) Pirated Starfighter [pirated-starfighter] | unit | set SOR #209, cunning, cost 2, power 2, HP 4, underworld/vehicle/fighter | Raid 1 (This unit gets +1/+0 while attacking.) When Played: Return a friendly non-leader unit to its owner's hand. Pit Droid Team [pit-droid-team] | unit | set ASH #75, vigilance, cost 3, power 3, HP 3, droid | The first upgrade you play on another friendly unit each phase costs 1 resource less. Planetary Bombardment [planetary-bombardment] | event | set JTL #181, aggression, cost 6, tactic | Deal 8 indirect damage to a player. If you control a Capital Ship unit, deal 12 indirect damage instead. Planetary Invasion [planetary-invasion] | event | set TWI #178, aggression, cost 12, separatist/plan | Exploit 3 Ready up to 3 units. Each of those units gets +1/+0 and gains Overwhelm for this phase. Plo Koon, I Don't Believe in Chance [plo-koon#i-dont-believe-in-chance] | unit | set LOF #50, vigilance/heroism, cost 6, power 6, HP 8, force/jedi/republic | While the Force is with you, this unit gains Grit. (He gets +1/+0 for each damage on him.) Plo Koon, Koh-to-yah! [plo-koon#kohtoyah] | unit | set TWI #196, cunning/heroism, cost 5, power 3, HP 6, force/jedi/republic | Ambush (When you play this unit, it may ready and attack an enemy unit.) Coordinate — Raid 3 (Gain this keyword while you control 3 or more units. This unit gets +3/+0 while attacking.) Poe Dameron, I Can Fly Anything [poe-dameron#i-can-fly-anything] | leader | set JTL #13, aggression/heroism, cost 5, power 4, HP 6, resistance/pilot | Leader: Action [1 resource, Exhaust]: Flip this leader and attach him as an upgrade to a friendly Vehicle unit without a Pilot on it. Epic Action: If you control 5 or more resources, deploy this leader (as a unit). Deployed: Action [1 resource]: Attach this upgrade to a friendly Vehicle unit without a Pilot on it. Use this ability only once each round. Poe Dameron, I'll Come Back For You [poe-dameron#ill-come-back-for-you] | unit | set ASH #40, aggression/cunning/heroism, cost 2, power 3, HP 3, resistance | All units lose Sentinel. Poe Dameron, One Hell of a Pilot [poe-dameron#one-hell-of-a-pilot] | unit | set JTL #100, command/heroism, cost 4, power 3, HP 3, resistance/pilot | When played as a unit: Create an X-Wing token. You may attach this unit as an upgrade to a friendly Vehicle unit without a Pilot on it. Poe Dameron, Quick to Improvise [poe-dameron#quick-to-improvise] | unit | set SHD #153, aggression/heroism, cost 5, power 6, HP 6, resistance | On Attack: Discard up to 3 cards from your hand. For each card discarded this way, choose a different option: Deal 2 damage to a unit or base. Defeat an upgrade. An opponent discards a card from their hand. Poggle the Lesser, Archduke of the Stalgasin Hive [poggle-the-lesser#archduke-of-the-stalgasin-hive] | unit | set TWI #80, villainy/command, cost 2, power 1, HP 4, separatist/official | When you play another unit: You may exhaust this unit. If you do, create a Battle Droid token. Point Rain Reclaimer [point-rain-reclaimer] | unit | set LOF #92, command/heroism, cost 1, power 1, HP 2, republic/clone/trooper | When Played: If you control a Jedi unit, you may give an Experience token to this unit. Pointless to Resist [pointless-to-resist] | upgrade | set ASH #54, vigilance/villainy, cost 1, condition | Attached unit gets –3/–0 while attacking a base. Political Bully [political-bully] | unit | set SEC #241, villainy, cost 3, power 2, HP 3, republic/official | When Played: If you control another Official unit, you may deal 2 damage to a ground unit. Political Pressure [political-pressure] | event | set TWI #222, cunning, cost 1, plan | Choose an opponent. They may discard a random card from their hand. If they don't, create 2 Battle Droid tokens. Pong Krell, It's Treason, Then [pong-krell#its-treason-then] | unit | set LOF #38, vigilance/villainy, cost 7, power 2, HP 9, force/jedi/republic | Grit When this unit completes an attack (and survives): You may defeat a unit with less remaining HP than this unit's power. Populist Advisor [populist-advisor] | unit | set SEC #41, vigilance/heroism, cost 1, power 1, HP 4, new republic/official | When an enemy unit deals combat damage to your base: This unit gains Sentinel for this phase. (Enemy units in this arena must attack a Sentinel when they attack you.) Populist Champion [populist-champion] | unit | set SEC #44, vigilance/heroism, cost 3, power 3, HP 5, new republic/official Porg [porg] | unit | set LOF #254, cost 0, power 1, HP 1, creature Pounce [pounce] | event | set LOF #224, cunning, cost 2, trick | Attack with a Creature unit. It gets +4/+0 for this attack. Power Failure [power-failure] | event | set SOR #170, aggression, cost 2, tactic | Defeat any number of upgrades on a unit. Power from Pain [power-from-pain] | event | set JTL #42, vigilance/villainy, cost 3, tactic | Give a unit +1/+0 for this phase for each damage on it. Power of the Dark Side [power-of-the-dark-side] | event | set SOR #41, vigilance/villainy, cost 3, innate | An opponent chooses a unit they control. Defeat that unit. Praetorian Elite [praetorian-elite] | unit | set ASH #145, aggression/villainy, cost 4, power 5, HP 4, imperial | Grit (This unit gets +1/+0 for each damage on it.) Praetorian Guard [praetorian-guard] | unit | set LOF #85, command/villainy, cost 3, power 2, HP 5, first order | While you control a unit with 4 or more power, this unit gains Sentinel. (Enemy units in this arena must attack a Sentinel when they attack you.) Pre Vizsla, For Mandalore! [pre-vizsla#for-mandalore] | unit | set TS26 #74, cunning/villainy, cost 3, power 4, HP 3, mandalorian/trooper | Hidden (This unit can't be attacked if he was played this phase.) Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) Pre Vizsla, Power Hungry [pre-vizsla#power-hungry] | unit | set SHD #142, villainy/aggression, cost 7, power 8, HP 7, mandalorian/trooper | When Played/On Attack: You may pay the cost of an upgrade attached to another non-Vehicle unit. If you do, take control of that upgrade and attach it to this unit, if able. If it can't attach to this unit, defeat it instead. Pre Vizsla, Pursuing the Throne [pre-vizsla#pursuing-the-throne] | leader | set TWI #10, aggression/villainy, cost 5, power 4, HP 6, mandalorian/trooper | Leader: Action [1 resource, Exhaust]: Deal damage to a unit equal to the number of cards you've drawn this phase. (This doesn't include cards drawn in the regroup phase.) Epic Action: If you control 5 or more resources, deploy this leader. Deployed: While you have 3 or more cards in your hand, this unit gains Saboteur. While you have 6 or more cards in your hand, this unit gets +2/+0. Pre Vizsla, Strong-Willed Ruler [pre-vizsla#strongwilled-ruler] | unit | set ASH #53, vigilance/villainy, cost 8, power 6, HP 6, mandalorian/official | When Played: Defeat any number of non‑leader units with a total of 6 or less remaining HP. Create a Mandalorian token for each unit defeated this way. Precision Fire [precision-fire] | event | set SOR #168, aggression, cost 1, tactic | Attack with a unit. It gains Saboteur for this attack. If it's a TROOPER, it also gets +2/+0 for this attack. (Ignore Sentinel and defeat the defender's Shields.) Premonition of Doom [premonition-of-doom] | event | set LOF #203, cunning/heroism, cost 3, force | The next time you take the initiative this phase, exhaust all units. PreMor Personnel Carrier [premor-personnel-carrier] | unit | set SEC #89, command/villainy, cost 8, power 6, HP 6, vehicle/transport | Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) When Played: Give this unit an Experience token for each ground unit you control. Preparation [preparation] | upgrade | set ASH #228, cunning, cost 1, plan | When Played: Exhaust attached unit. Prepare for Takeoff [prepare-for-takeoff] | event | set SOR #125, command, cost 2, plan | Search the top 8 cards of your deck for up to 2 Vehicle units, reveal them, and draw them. (Put the other cards on the bottom of your deck in a random order.) Price on Your Head [price-on-your-head] | upgrade | set SHD #125, command, cost 2, bounty/condition | Attached unit gains: “Bounty — Put the top card of your deck into play as a resource.” (When this unit is defeated or captured, its opponent collects its bounty.) Priestesses of the Force, Eternal [priestesses-of-the-force#eternal] | unit | set LOF #72, vigilance, cost 7, power 6, HP 8, force | When Played: You may use the Force (lose your Force token). If you do, give a Shield token to each of up to 5 units. Prime Minister Almec, Scheming Populist [prime-minister-almec#scheming-populist] | unit | set TS26 #28, command/cunning, cost 4, power 2, HP 4, mandalorian/official | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) When Played: Give a friendly unit +2/+2 for this phase. Exhaust each enemy unit in its arena with less power than it. Principled Outlaw [principled-outlaw] | unit | set SHD #201, cunning/heroism, cost 4, power 4, HP 4, underworld | On Attack: You may exhaust a ground unit. Smuggle [6 resources Cunning Heroism] (If this card is a resource, you may play it for its smuggle cost. Replace it with the top card of your deck.) Prisoner of War [prisoner-of-war] | event | set TWI #227, cunning, cost 4, tactic | A friendly unit captures an enemy non-leader, non-Vehicle unit. If the enemy unit costs less than the friendly unit, create 2 Battle Droid tokens. (Put the captured card facedown under the friendly unit until that unit leaves play.) Private Manufacturing [private-manufacturing] | event | set TWI #257, cost 2, supply | Draw 2 cards. If you control no token units, put 2 cards from your hand on the bottom of your deck in any order. Privateer Crew [privateer-crew] | unit | set SHD #113, command, cost 2, power 2, HP 2, underworld | Smuggle [6 resources, command] (If this card is a resource, you may play it for its smuggle cost. Replace it with the top card of your deck.) When played using Smuggle: Give 3 Experience tokens to this unit. Privateer Scyk [privateer-scyk] | unit | set SHD #212, cunning, cost 2, power 2, HP 2, fringe/vehicle/fighter | While you control another Cunning unit, this unit gains Shielded. (When you play this unit, give a Shield token to it.) Profiteering Hunter [profiteering-hunter] | unit | set LAW #151, command, cost 1, power 1, HP 3, underworld/bounty hunter | When Played: Another friendly unit gets +1/+1 for this phase. Profundity, We Fight! [profundity#we-fight] | unit | set JTL #154, aggression/heroism, cost 9, power 8, HP 9, rebel/vehicle/capital ship | Overwhelm When Played/When Defeated: Choose a player. They discard a card from their hand. Then, if they have more cards in their hand than you, they discard a card from their hand. Protect the Pod [protect-the-pod] | event | set LOF #128, command, cost 4, tactic | A friendly non-Vehicle unit deals damage equal to its remaining HP to an enemy unit. Protector [protector] | upgrade | set SOR #57, vigilance/vigilance, cost 1, innate | Attached unit gains Sentinel. (Units in this arena can't attack your non-Sentinel units or your base.) Protector of the Throne [protector-of-the-throne] | unit | set SHD #247, heroism, cost 3, power 2, HP 4, mandalorian | While this unit is upgraded, it gains Sentinel. (Units in this arena can't attack your non-Sentinel units or your base.) Protectorate Fighter [protectorate-fighter] | unit | set ASH #124, command, cost 3, power 2, HP 1, mandalorian/vehicle/fighter | When Played: If you control a unit, create a Mandalorian token. Prototype TIE Advanced [prototype-tie-advanced] | unit | set JTL #136, aggression/villainy, cost 3, power 4, HP 3, imperial/vehicle/fighter Providence Destroyer [providence-destroyer] | unit | set TWI #38, villainy/vigilance, cost 8, power 5, HP 7, separatist/vehicle/capital ship | Exploit 2 (While playing this card, defeat up to 2 units you control. This card costs 2 resources less for each unit defeated this way.) On Attack: Give an enemy space unit –2/–2 for this phase. Psychometry [psychometry] | event | set LOF #219, cunning, cost 1, force | Choose another card in your discard pile. Search the top 5 cards of your deck for a card that shares a trait with the chosen card, reveal it, and draw it. (Put the other cards on the bottom of your deck in a random order.) Public Enemy [public-enemy] | upgrade | set SHD #68, vigilance, cost 0, bounty/condition | Attached unit gains: “Bounty — Give a Shield token to a unit.” (When this unit is defeated or captured, its opponent collects its bounty.) Punch It [punch-it] | event | set JTL #231, cunning, cost 1, tactic | Attack with a Vehicle unit. It gets +2/+0 for this attack. Punishing One, Dengar's Jumpmaster [punishing-one#dengars-jumpmaster] | unit | set SHD #137, villainy/aggression, cost 3, power 3, HP 4, underworld/vehicle/transport | When an upgraded enemy unit is defeated: You may ready this unit. Use this ability only once each round. Punishing One, Takes No Prisoners [punishing-one#takes-no-prisoners] | unit | set SEC #171, aggression, cost 5, power 3, HP 5, underworld/vehicle/transport | This unit gains Raid 1 for each damaged enemy unit. When Played/On Attack: You may deal 1 damage to a unit. Purge Trooper [purge-trooper] | unit | set LOF #133, aggression/villainy, cost 3, power 4, HP 2, imperial/trooper | When Played: You may deal 2 damage to a Force unit. Purrgil Ultra [purrgil-ultra] | unit | set ASH #38, command/cunning, cost 8, power 6, HP 10, creature | When Played/When Defeated: You may return another friendly non-leader unit to its owner's hand. If you do, deal damage to a unit equal to the returned unit's cost. Pursue the Lead [pursue-the-lead] | event | set SEC #178, aggression, cost 2, plan | Choose a player. That player discards a card from their hand. If it costs 3 or less, create a Spy token. Putting a Team Together [putting-a-team-together] | event | set LAW #166, command, cost 1, plan | Search the top 8 cards of your deck for a Vigilance, Aggression, or Cunning unit, reveal it, and draw it. (Put the rest of the cards on the bottom of your deck in a random order.) Pyke Palace [pyke-palace] | base | set TWI #30, cunning, HP 30 Pyke Sentinel [pyke-sentinel] | unit | set SHD #29, villainy/vigilance, cost 2, power 2, HP 3, underworld | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) Pyrrhic Assault [pyrrhic-assault] | event | set TWI #103, command/command, cost 3, disaster | For this phase, each friendly unit gains: “When Defeated: Deal 2 damage to an enemy unit.” Qi'ra, I Alone Survived [qira#i-alone-survived] | leader | set SHD #2, villainy/vigilance, cost 5, power 0, HP 8, underworld | Leader: Action [1 resource, Exhaust]: Deal 2 damage to a friendly unit. Then, give a Shield token to it. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: Grit (This unit gets +1/+0 for each damage on her.) When Deployed: Heal all damage from each unit. Then, deal damage to each unit equal to half its remaining HP, rounded down. Qi'ra, Master of Teräs Käsi [qira#master-of-teras-kasi] | unit | set ASH #226, cunning, cost 7, power 9, HP 7, underworld | This unit gets –1/–0 for each card in your hand. When Played: You may discard a card from your hand. If you do, deal 3 damage to a unit. Qi'ra, Playing Her Part [qira#playing-her-part] | unit | set SHD #202, cunning/heroism, cost 4, power 3, HP 5, underworld | When Played: Look at an opponent's hand, then name a card. While this unit is in play, each card with that name costs 3 resources more for your opponents to play. Quarren Contractor [quarren-contractor] | unit | set LAW #60, command/aggression, cost 4, power 3, HP 4, underworld | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) Grit (This unit gets +1/+0 for each damage on it.) Quasar TIE Carrier [quasar-tie-carrier] | unit | set JTL #243, villainy, cost 6, power 5, HP 7, imperial/vehicle/capital ship | On Attack: Create a TIE Fighter token. Queen Amidala, Championing Her People [queen-amidala#championing-her-people] | unit | set SEC #101, command/heroism, cost 5, power 5, HP 3, naboo/official | When Played: Create 2 Spy tokens. If damage would be dealt to this unit, you may defeat another friendly unit that shares a trait with this unit. If you do, prevent that damage. Queen Soruna, Willing to Fight [queen-soruna#willing-to-fight] | unit | set ASH #132, command, cost 6, power 5, HP 7, naboo/official | When Played/On Attack: You may reveal a unit from your hand. If you do, deal 3 damage to a unit with the same cost as the revealed unit. Qui-Gon Jinn, Influencing Chance [quigon-jinn#influencing-chance] | unit | set LAW #237, cunning, cost 4, power 3, HP 5, force/jedi/republic | Sentinel When Played/On Attack: Look at the top 3 cards of your deck. You may discard 1 of them. Put the rest back on top in any order. Qui-Gon Jinn, Student of the Living Force [quigon-jinn#student-of-the-living-force] | leader | set LOF #16, cunning/heroism, cost 6, power 4, HP 7, force/jedi/republic | Leader: Action [Exhaust, use the Force (lose your Force token)]: Return a friendly non-leader unit to its owner's hand. Play a non-Villainy unit that costs less than the returned unit from your hand for free. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: When this unit completes an attack (and survives): You may return a friendly non-leader unit to its owner's hand. Play a non-Villainy unit that costs less than the returned unit from your hand for free. Qui-Gon Jinn, The Negotiations Will Be Short [quigon-jinn#the-negotiations-will-be-short] | unit | set LOF #200, cunning/heroism, cost 7, power 7, HP 5, force/jedi/republic | Ambush When Defeated: You may choose a non-leader ground unit. Its owner puts it on the top or bottom of their deck. Qui-Gon Jinn's Aethersprite, Guided by the Force [quigon-jinns-aethersprite#guided-by-the-force] | unit | set LOF #197, cunning/heroism, cost 5, power 3, HP 6, jedi/republic/vehicle/fighter | On Attack: The next time you use a “When Played” ability this phase, you may use that ability again. Qui-Gon Jinn's Lightsaber [quigon-jinns-lightsaber] | upgrade | set LOF #201, cunning/heroism, cost 2, item/weapon/lightsaber | Attach to a friendly non-Vehicle unit. When Played: If attached unit is Qui-Gon Jinn, you may exhaust any number of units with combined cost 6 or less. Quinlan Vos, Dark Disciple [quinlan-vos#dark-disciple] | unit | set LOF #163, aggression, cost 4, power 4, HP 5, force/jedi/republic | On Attack: If this unit has 6 or more power, you may deal 2 damage to an enemy base. Quinlan Vos, Sticking the Landing [quinlan-vos#sticking-the-landing] | leader | set TWI #18, cunning/heroism, cost 5, power 3, HP 7, force/jedi/republic | Leader: When you play a unit: You may exhaust this leader. If you do, deal 1 damage to an enemy unit that costs the same as the played unit. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: When you play a unit: You may deal 1 damage to an enemy unit that costs the same as or less than the played unit. R2-D2, Artooooooooo! [r2d2#artooooooooo] | unit | set JTL #245, heroism, cost 1, power 1, HP 4, rebel/droid/pilot R2-D2, Full of Solutions [r2d2#full-of-solutions] | unit | set TWI #193, cunning/heroism, cost 2, power 2, HP 4, republic/droid | When Played: You may discard a card from your hand. If you do, search the top 3 cards of your deck for a card and draw it. (Put the other cards on the bottom of your deck in a random order.) R2-D2, Getting His Chance [r2d2#getting-his-chance] | unit | set TS26 #62, aggression/heroism, cost 2, power 1, HP 3, republic/droid | Raid 2 (This unit gets +2/+0 while attacking.) When Played: You may deal 2 damage to a base. If you do, that base's controller draws a card. R2-D2, Ignoring Protocol [r2d2#ignoring-protocol] | unit | set SOR #236, heroism, cost 1, power 1, HP 4, rebel/droid | When Played/On Attack: Look at the top card of your deck. You may put it on the bottom of your deck. (Otherwise, leave it on top of your deck.) R2-D2, Known to Make Mistakes [r2d2#known-to-make-mistakes] | unit | set IBH #11, cunning/heroism, cost 2, power 1, HP 4, rebel/droid | On Attack: If you control a Command unit, exhaust an enemy ground unit that costs 4 or less. R2-D2, Part of the Plan [r2d2#part-of-the-plan] | unit | set LAW #145, command/heroism, cost 2, power 1, HP 3, rebel/droid | When Played: Search the top 5 cards of your deck for a unit that shares an aspect with a friendly unit, reveal it, and draw it. (Put the other cards on the bottom of your deck in a random order.) R5-D4, Built for Adventure [r5d4#built-for-adventure] | unit | set ASH #156, aggression/heroism, cost 3, power 3, HP 4, droid | Support (When you play this unit, you may attack with another unit. It gains this unit's other abilities for this attack.) On Attack: Defeat all upgrades on the defending unit. Raddus, Holdo's Final Command [raddus#holdos-final-command] | unit | set JTL #104, command/heroism, cost 7, power 8, HP 6, resistance/vehicle/capital ship | While you control another Resistance card (unit, upgrade, or leader), this unit gains Sentinel. When Defeated: Deal damage equal to this unit's power to an enemy unit. Radiant VII, Ambassadors' Arrival [radiant-vii#ambassadors-arrival] | unit | set JTL #226, cunning, cost 7, power 5, HP 6, republic/vehicle/capital ship | Each enemy non-leader unit gets –1/–0 for each damage on it. When Played: Deal 5 indirect damage to a player. Rafa Martez, Shrewd Sister [rafa-martez#shrewd-sister] | unit | set JTL #219, cunning, cost 3, power 3, HP 3, underworld | When Played/On Attack: Deal 1 damage to a friendly unit and ready a resource. Rallying Cry [rallying-cry] | event | set SOR #154, aggression/aggression, cost 3, tactic | Each friendly unit gains Raid 2 this phase. (They get +2/+0 while attacking.) Rampage [rampage] | event | set LOF #127, command, cost 3, innate | Each friendly Creature unit gets +2/+2 for this phase. Rampaging Wampa [rampaging-wampa] | unit | set IBH #76, aggression, cost 5, power 6, HP 3, creature Rampart, Enjoy the Exit [rampart#enjoy-the-exit] | unit | set JTL #182, cunning/villainy, cost 2, power 3, HP 3, underworld/vehicle/transport | This unit doesn't ready during the regroup phase unless its power is 4 or more. Rancor Keeper [rancor-keeper] | unit | set ASH #32, vigilance/aggression, cost 2, power 2, HP 4, underworld | When a friendly unit is dealt damage and survives: Deal 1 damage to any number of bases. Use this ability only once each round. Rash Action [rash-action] | event | set ASH #162, aggression/heroism, cost 2, tactic | Attack with a unit. For this attack, it gets +1/+0 and gains: “When Attack Ends: If this unit dealt combat damage to an opponent's base, that opponent discards a card.” Ravager, Final Imperial Command [ravager#final-imperial-command] | unit | set ASH #102, command/villainy, cost 9, power 8, HP 10, imperial/vehicle/capital ship | Restore 2 When you play a unit: You may have it deal damage equal to its power to a unit in the same arena. Ravening Gundark [ravening-gundark] | unit | set LOF #259, cost 5, power 5, HP 4, creature | When Played: Deal 1 damage to a ground unit. Ravenous Rathtar [ravenous-rathtar] | unit | set LOF #168, aggression, cost 6, power 8, HP 5, creature Raxian Assembly [raxian-assembly] | unit | set SEC #118, command, cost 5, power 6, HP 5, separatist/official Razor Crest, Outfitted Armament [razor-crest#outfitted-armament] | unit | set ASH #172, aggression, cost 4, power 3, HP 5, mandalorian/vehicle/transport | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) On Attack: You may discard a card from your hand. If you do, this unit gets +2/+0 for this attack. Razor Crest, Reliable Gunship [razor-crest#reliable-gunship] | unit | set SHD #44, vigilance/heroism, cost 4, power 3, HP 4, mandalorian/vehicle/transport | Restore 2 (When this unit attacks, heal 2 damage from your base.) When Played: You may return an upgrade from your discard pile to your hand. Razor Crest, Ride For Hire [razor-crest#ride-for-hire] | unit | set JTL #223, cunning, cost 4, power 3, HP 5, mandalorian/vehicle/transport | When a Pilot attaches to this unit: You may return a non-leader unit that costs 2 or less or an exhausted non-leader unit that costs 4 or less to its owner's hand. Reanimated Night Trooper [reanimated-night-trooper] | unit | set ASH #45, vigilance/villainy, cost 1, power 2, HP 2, imperial/night/undead/trooper | When Defeated: Look at the top card of a deck. You may discard it. Rebel Assault [rebel-assault] | event | set SOR #103, heroism/command, cost 1, rebel/tactic | Attack with a REBEL unit. It gets +1/+0 for this attack. Then, attack with another REBEL unit. It gets +1/+0 for this attack. Rebel Blockade Runner [rebel-blockade-runner] | unit | set LAW #222, cunning/heroism, cost 4, power 4, HP 5, rebel/vehicle/transport | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) Rebel Infiltrators [rebel-infiltrators] | unit | set ASH #256, heroism, cost 5, power 4, HP 6, rebel/trooper | Restore 1 (When this unit attacks, heal 1 damage from your base.) Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) Rebel Pathfinder [rebel-pathfinder] | unit | set SOR #239, heroism, cost 2, power 2, HP 3, rebel/trooper | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) Rebel Propagandist [rebel-propagandist] | unit | set SEC #202, cunning/heroism, cost 3, power 2, HP 4, rebel/official | When Played/When Defeated: Give another friendly unit +1/+0 and Saboteur for this phase. (When that unit attacks, ignore Sentinel and defeat the defender's Shields.) Rebellion Y-Wing [rebellion-ywing] | unit | set IBH #6, cunning/heroism, cost 3, power 2, HP 3, rebel/vehicle/fighter | On Attack: Deal 1 damage to a base. Rebellious Functionary [rebellious-functionary] | unit | set SEC #146, aggression/heroism, cost 1, power 2, HP 2, rebel/official | Hidden (This unit can't be attacked if it was played this phase.) Rebellious Hammerhead [rebellious-hammerhead] | unit | set JTL #153, aggression/heroism, cost 6, power 5, HP 7, rebel/vehicle/capital ship | When Played: You may deal damage to a unit equal to the number of cards in your hand. Reckless Gunslinger [reckless-gunslinger] | unit | set SHD #160, aggression, cost 1, power 2, HP 1, underworld | When Played: Deal 1 damage to each base. Smuggle [3 resources Aggression] (If this card is a resource, you may play it for its smuggle cost. Replace it with the top card of your deck.) Reckless Landing [reckless-landing] | event | set TS26 #32, aggression/cunning, cost 2, gambit | Play a unit from your hand. It costs 4 resources less. Deal 4 damage to it. Reckless Rebel [reckless-rebel] | unit | set SEC #160, aggression, cost 1, power 2, HP 1, rebel/twi'lek | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) Reckless Sacrifice [reckless-sacrifice] | event | set ASH #163, aggression/heroism, cost 2, gambit | Discard a unit from your hand. Deal 5 damage to a unit that costs more than the discarded card. Reckless Torrent [reckless-torrent] | unit | set TWI #162, aggression, cost 3, power 3, HP 1, republic/vehicle/fighter | Coordinate — When Played: You may deal 2 damage to a friendly unit and 2 damage to an enemy unit in the same arena. (Gain this ability while you control 3 or more units, including this one.) Reckoning [reckoning] | event | set ASH #187, aggression, cost 3, plan | Deal damage to a unit equal to the total amount of damage on all units you control. Reconnaissance [reconnaissance] | event | set SEC #125, command, cost 2, plan | If you control a ground unit and a space unit, draw 2 cards. Recovery [recovery] | event | set IBH #13, heroism, cost 3, plan | Heal 5 damage from a unit. Recruit [recruit] | event | set SOR #123, command, cost 1, supply | Search the top 5 cards of your deck for a unit, reveal it, and draw it. (Put the other cards on the bottom of your deck in a random order.) Red Five, Running the Trench [red-five#running-the-trench] | unit | set JTL #151, aggression/heroism, cost 3, power 3, HP 4, rebel/vehicle/fighter | On Attack: You may deal 2 damage to a damaged unit. Red Leader, Form Up [red-leader#form-up] | unit | set JTL #101, command/heroism, cost 4, power 3, HP 4, rebel/vehicle/fighter | This unit costs 1 resource less to play for each friendly Pilot unit and upgrade. When a Pilot upgrade attaches to this unit: Create an X-Wing token. Red Leader, Strike the Reactor [red-leader#strike-the-reactor] | unit | set ASH #37, command/cunning/heroism, cost 7, power 6, HP 6, rebel/vehicle/fighter | Support (When you play this unit, you may attack with another unit. It gains this unit's other abilities for this attack.) This unit may attack units in either arena. Red Squadron X-Wing [red-squadron-xwing] | unit | set JTL #51, vigilance/heroism, cost 3, power 3, HP 4, rebel/vehicle/fighter | When Played: You may deal 2 damage to this unit. If you do, draw a card. Red Squadron Y-Wing [red-squadron-ywing] | unit | set JTL #149, aggression/heroism, cost 2, power 1, HP 3, rebel/vehicle/fighter | On Attack: Deal 3 indirect damage to the defending player. (They assign 3 unpreventable damage among their base and units.) Red Three, Unstoppable [red-three#unstoppable] | unit | set SOR #144, aggression/heroism, cost 3, power 2, HP 3, rebel/vehicle/fighter | Raid 1 (This unit gets +1/+0 while attacking.) Each other friendly [Heroism] unit gains Raid 1. Redemption, Medical Frigate [redemption#medical-frigate] | unit | set SOR #52, vigilance/heroism, cost 8, power 6, HP 9, rebel/vehicle/capital ship | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) When Played: Heal up to 8 total damage from any number of units and/or bases. Deal that much damage to this unit. Reforge [reforge] | event | set ASH #90, vigilance, cost 2, supply | Defeat an upgrade on a friendly unit. If you do, search the top 8 cards of your deck for an upgrade that can attach to that unit, reveal it, and play it on that unit. It costs 4 resources less. Refugee of The Path [refugee-of-the-path] | unit | set LOF #242, heroism, cost 1, power 0, HP 3, force/fringe | When Played: You may give a Shield token to a unit with Sentinel. Regional Governor [regional-governor] | unit | set SOR #62, vigilance, cost 2, power 1, HP 4, imperial/official | When Played: Name a card. While this unit is in play, opponents can't play the named card. Regional Sympathizers [regional-sympathizers] | unit | set SOR #243, heroism, cost 4, power 3, HP 4, rebel | Restore 2 (When this unit attacks, heal 2 damage from your base.) Regulations Bureaucrat [regulations-bureaucrat] | unit | set SEC #216, cunning, cost 2, power 0, HP 5, imperial/official | Action [Exhaust]: Exhaust a resource. Rehabilitation [rehabilitation] | event | set ASH #200, cunning/villainy, cost 5, learned | Choose a non-leader unit. Give that unit –3/–0 for this phase, then take control of it. At the start of the regroup phase, its owner takes control of it. Reinforcement Walker [reinforcement-walker] | unit | set SOR #119, command, cost 8, power 6, HP 9, vehicle/walker | When Played/On Attack: Look at the top card of your deck. Either draw that card or discard it and heal 3 damage from your base. Reinforcing Light Cruiser [reinforcing-light-cruiser] | unit | set ASH #51, vigilance/villainy, cost 6, power 5, HP 5, imperial/vehicle/capital ship | Restore 1 (When this unit attacks, heal 1 damage from your base.) When Played: You may exhaust a unit. Relentless, Konstantine's Folly [relentless#konstantines-folly] | unit | set SOR #89, villainy/command, cost 9, power 8, HP 8, imperial/vehicle/capital ship | The first event played by each opponent each round loses all abilities. Relentless Firespray [relentless-firespray] | unit | set JTL #157, aggression/aggression, cost 6, power 4, HP 6, underworld/vehicle/transport | On Attack: Ready this unit. Use this ability only once each round. Relentless Hunters [relentless-hunters] | unit | set LAW #196, aggression, cost 4, power 5, HP 4, bounty hunter | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) Relentless Pursuit [relentless-pursuit] | event | set SHD #232, cunning, cost 3, tactic | Choose a friendly unit. It captures an enemy non-leader unit that costs the same as or less than it. If the friendly unit is a Bounty Hunter, give a Shield token to it. (Put the captured card facedown under the friendly unit until it leaves play.) Relentless Rocket Droid [relentless-rocket-droid] | unit | set TWI #163, aggression, cost 4, power 3, HP 5, separatist/droid/trooper | While you control another Trooper unit, this unit gets +2/+0. Relic Scavenger [relic-scavenger] | unit | set LOF #116, command, cost 5, power 4, HP 6, fringe | Restore 2 (When this unit attacks, heal 2 damage from your base.) Relief Frigate [relief-frigate] | unit | set TS26 #42, vigilance, cost 5, power 3, HP 7, republic/vehicle/capital ship | When Played: Choose a base. Heal 3 damage from each other base. Relief Request [relief-request] | event | set SEC #74, vigilance, cost 2, law | Heal 3 damage from a unit. You may disclose Vigilance (reveal a card from your hand with this aspect icon). If you do, heal 3 damage from another unit. Remnant Interceptor [remnant-interceptor] | unit | set ASH #95, command/villainy, cost 2, power 2, HP 2, imperial/vehicle/fighter | Support (When you play this unit, you may attack with another unit. It gains this unit's other abilities for this attack.) Restore 1 (When this unit attacks, heal 1 damage from your base.) Remnant Lookouts [remnant-lookouts] | unit | set ASH #220, cunning, cost 3, power 3, HP 3, imperial/trooper | When Played: Look at an opponent's hand. You may discard a card from it. If you do, they draw a card. Remnant Official [remnant-official] | unit | set ASH #76, vigilance, cost 3, power 3, HP 3, imperial/official | Restore 2 (When this unit attacks, heal 2 damage from your base.) Remnant Reserves [remnant-reserves] | event | set SHD #93, command/villainy, cost 4, supply | Search the top 5 cards of your deck for up to 3 units, reveal them, and draw them. (Put the other cards on the bottom of your deck in a random order.) Remnant Science Facility [remnant-science-facility] | base | set SHD #19, vigilance, HP 30 Remnant Trooper Corps [remnant-trooper-corps] | unit | set ASH #244, villainy, cost 5, power 6, HP 5, imperial/trooper | Hidden (This unit can't be attacked if it was played this phase.) Remote Escort Tank [remote-escort-tank] | unit | set SEC #255, heroism, cost 6, power 5, HP 5, republic/vehicle/tank | When Played: Give a unit Sentinel for this phase. Plot (When you deploy a leader, you may play this card from your resources, paying its cost. Replace it with the top card of your deck.) Remote Village [remote-village] | base | set SHD #20, vigilance, HP 30 Remove the Chip [remove-the-chip] | event | set TS26 #69, aggression, cost 2, modification | Deal 2 damage to a unit. If it's a Clone, ready it. Renewed Friendship [renewed-friendship] | event | set SEC #105, command/heroism, cost 4, innate | Return a unit from your discard pile to your hand. Create 2 Spy tokens. Renowned Dignitaries [renowned-dignitaries] | unit | set SEC #102, command/heroism, cost 6, power 5, HP 6, new republic/official | Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) When Played: Heal 2 damage from your base for each friendly Official unit. Repair [repair] | event | set SOR #74, vigilance, cost 1, supply | Heal 3 damage from a unit or base. Reprocess [reprocess] | event | set TWI #88, command/villainy, cost 3, supply | Choose up to 4 units in your discard pile. Put them on the bottom of your deck in a random order and create that many Battle Droid tokens. Republic ARC-170 [republic-arc170] | unit | set TWI #111, command, cost 3, power 3, HP 4, republic/vehicle/fighter Republic Attack Pod [republic-attack-pod] | unit | set TWI #197, cunning/heroism, cost 6, power 6, HP 7, republic/vehicle/walker | If you control 3 or more units, this unit costs 1 resource less to play. Republic Aurek Starfighter [republic-aurek-starfighter] | unit | set SEC #166, aggression, cost 3, power 2, HP 3, republic/vehicle/fighter | Grit (This unit gets +1/+0 for each damage on it.) Republic City [republic-city] | base | set SEC #21, command, HP 30 Republic Commando [republic-commando] | unit | set TWI #243, heroism, cost 3, power 2, HP 5, republic/clone/trooper | Coordinate — Saboteur (Gain this keyword while you control 3 or more units. When this unit attacks, ignore Sentinel and defeat the defender's Shields.) Republic Defense Carrier [republic-defense-carrier] | unit | set TWI #98, command/heroism, cost 11, power 6, HP 7, republic/vehicle/capital ship | This unit costs 1 resource less to play for each unit controlled by the opponent who controls the most units. Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) Republic Tactical Officer [republic-tactical-officer] | unit | set TWI #91, command/heroism, cost 2, power 1, HP 4, republic/clone | When Played: You may attack with a Republic unit. It gets +2/+0 for this attack. Republic War Walker [republic-war-walker] | unit | set SEC #173, aggression, cost 6, power 7, HP 6, republic/vehicle/walker | Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) Republic Y-Wing [republic-ywing] | unit | set JTL #212, cunning, cost 1, power 1, HP 3, republic/vehicle/fighter Reputable Hunter [reputable-hunter] | unit | set SHD #117, command, cost 3, power 3, HP 4, bounty hunter | If an enemy unit has a Bounty, this unit costs 1 resource less to play. Resilient [resilient] | upgrade | set SOR #69, vigilance, cost 1, innate Resistance Blue Squadron [resistance-blue-squadron] | unit | set JTL #102, command/heroism, cost 4, power 3, HP 4, resistance/vehicle/fighter | When Played: You may deal damage to a unit equal to the number of friendly space units. Resistance Headquarters [resistance-headquarters] | base | set JTL #22, command, HP 30 Resistance X-Wing [resistance-xwing] | unit | set JTL #247, heroism, cost 2, power 2, HP 2, resistance/vehicle/fighter | While this unit has a Pilot on it, it gets +1/+1. Resolute, Under Anakin's Command [resolute#under-anakins-command] | unit | set TWI #151, aggression/heroism, cost 10, power 8, HP 8, republic/vehicle/capital ship | This unit costs 1 resource less to play for every 5 damage on your base. When Played/On Attack: Deal 2 damage to an enemy unit and each other enemy unit with the same name as that unit. Resourceful Pursuers [resourceful-pursuers] | unit | set SHD #218, cunning, cost 5, power 5, HP 6, bounty hunter | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) Restock [restock] | event | set SOR #252, cost 1, supply | Choose up to 4 cards in a discard pile. Put them on the bottom of their owner's deck in a random order. Restore Freedom [restore-freedom] | event | set SEC #257, heroism, cost 2, gambit | Play a unit from your hand. It costs 1 resource less for each Heroism aspect icon among friendly units. Restored ARC-170 [restored-arc170] | unit | set SOR #44, vigilance/heroism, cost 2, power 2, HP 3, rebel/vehicle/fighter | Restore 1 (When this unit attacks, heal 1 damage from your base.) Resupply [resupply] | event | set SOR #126, command, cost 3, supply | Put this event into play as a resource. Resupply Carrier [resupply-carrier] | unit | set JTL #119, command, cost 6, power 4, HP 5, imperial/vehicle/capital ship | When Played: You may put the top card of your deck into play as a resource. Retaliation [retaliation] | event | set SEC #77, vigilance, cost 5, tactic | Defeat a unit that dealt damage to a base this phase. Retrofitted Airspeeder [retrofitted-airspeeder] | unit | set JTL #259, cost 5, power 3, HP 6, vehicle/speeder | Ambush This unit can attack space units. While attacking a space unit, this unit gets –1/–0. Reveal Intentions [reveal-intentions] | event | set TS26 #80, cunning, cost 1, gambit | Each player reveals their hand. In player order, each player discards a card from the hand of the player to their right. Then, each player draws a card. Rex, No Other Option [rex#no-other-option] | leader | set TS26 #6, aggression/heroism, cost 6, power 5, HP 6, clone/trooper | Leader: Action [Exhaust, ready an exhausted enemy unit]: The next event you play this phase costs 1 resource less. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: On Attack: You may ready an exhausted enemy unit. If you do, the next event you play this phase costs 2 resources less. Rex's DC-17s, This Ship is Going Down [rexs-dc17s#this-ship-is-going-down] | upgrade | set TS26 #63, aggression/heroism, cost 3, item/weapon | Attach to a non-Vehicle unit. Attached unit gains: “When an enemy unit readies during the action phase: Ready this unit. Use this ability only once each round.” Rey, Keeping the Past [rey#keeping-the-past] | unit | set SHD #46, heroism/vigilance, cost 5, power 4, HP 7, force/resistance | While playing this unit, ignore her Heroism aspect penalty if you control Kylo Ren. On Attack: You may heal 2 damage from a unit. If it's a non-Heroism unit, give a Shield token to it. Rey, More Than a Scavenger [rey#more-than-a-scavenger] | leader | set SHD #4, heroism/vigilance, cost 6, power 2, HP 6, force/fringe | Leader: Action [1 resource, Exhaust]: Give an Experience token to a unit with 2 or less power. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: Restore 3 (When this unit attacks, heal 3 damage from your base.) On Attack: You may give an Experience token to a unit with 2 or less power. Rey, Nobody [rey#nobody] | leader | set LOF #12, aggression/heroism, cost 7, power 6, HP 8, force/resistance | Leader: Action [Exhaust]: If you played a non-unit Force card this phase, deal 1 damage to a unit. Epic Action: If you control 7 or more resources, deploy this leader. Deployed: When Deployed: You may discard your hand. If you do, draw 2 cards. Rey, Skywalker [rey#skywalker] | unit | set LAW #149, command/heroism, cost 8, power 9, HP 9, force/jedi/resistance | Opponents can't take control of this unit. This unit can't be defeated by enemy card abilities. Rey, With Palpatine's Power [rey#with-palpatines-power] | unit | set LOF #148, aggression/heroism, cost 5, power 5, HP 5, force/jedi/resistance | When you draw this card during the action phase: If you control a Aggression leader or base, you may reveal this card from your hand. If you do, deal 2 damage to a unit and 2 damage to a base. Rhokai Gunship [rhokai-gunship] | unit | set SHD #164, aggression, cost 2, power 2, HP 1, underworld/vehicle/fighter | When Defeated: Deal 1 damage to a unit or base. Rhydonium Detonation [rhydonium-detonation] | event | set LAW #96, cunning/vigilance, cost 7, tactic | Each player may return a non-leader unit to its owner's hand. Then, defeat all non-leader units. Rich Reward [rich-reward] | upgrade | set SHD #261, cost 1, bounty/condition | Attached unit gains: “Bounty — Give an Experience token to each of up to 2 units.” (When this unit is defeated or captured, its opponent collects its bounty.) Rickety Quadjumper [rickety-quadjumper] | unit | set SHD #57, vigilance, cost 2, power 1, HP 3, fringe/vehicle/transport | On Attack: You may reveal the top card of your deck. If it's not a unit, give an Experience token to another unit. (Leave the revealed card on top of your deck.) Rio Durant, Beckett's Right Hands [rio-durant#becketts-right-hands] | unit | set LAW #93, cunning/vigilance, cost 4, power 2, HP 5, underworld | When Played: You may return a non-leader unit that costs 3 or less to its owner's hand. Then, its owner may play it for free. It gains Shielded for this phase. Rio Durant, Wisecracking Wheelman [rio-durant#wisecracking-wheelman] | leader | set JTL #15, cunning/villainy, cost 5, power 3, HP 5, underworld/pilot | Leader: Action [1 resource, Exhaust]: Attack with a space unit. It gets +1/+0 and gains Saboteur for this attack. (Ignore Sentinel and defeat the defender's Shields.) Epic Action: If you control 5 or more resources, choose one: Deploy this leader. Deploy this leader as an upgrade on a friendly Vehicle unit without a Pilot on it. Deployed: Saboteur (When this unit attacks, ignore Sentinel and defeat the defender’s Shields.) Attached unit is a leader unit. It gains Saboteur. If it’s a Transport, it also gets +1/+0. Rival's Fall [rivals-fall] | event | set SHD #79, vigilance, cost 6, tactic | Defeat a unit. Rix Road [rix-road] | base | set SEC #19, vigilance, HP 30 Rodian Bondsman [rodian-bondsman] | unit | set LAW #116, vigilance, cost 2, power 2, HP 3, bounty hunter | When Defeated: Each player creates a Credit token. Roger Roger [roger-roger] | upgrade | set TWI #69, vigilance, cost 1, learned | When Defeated: Attach this upgrade to a friendly Battle Droid token. Rogue One, At Any Cost [rogue-one#at-any-cost] | unit | set LAW #119, vigilance, cost 3, power 3, HP 3, rebel/vehicle/transport | When a friendly unit is defeated: Look at the top 2 cards of your deck. Put any number of them on the bottom of your deck and the rest on top in any order. Rogue Operative [rogue-operative] | unit | set SOR #194, cunning/heroism, cost 3, power 2, HP 4, rebel/trooper | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) Raid 2 (This unit gets +2/+0 while attacking.) Rogue Squadron Skirmisher [rogue-squadron-skirmisher] | unit | set SOR #101, command/heroism, cost 6, power 4, HP 6, rebel/vehicle/speeder | Ambush (After you play this unit, it may ready and attack an enemy unit.) When Played: Return a unit that costs 2 or less from your discard pile to your hand. Rogue Squadron Speeder [rogue-squadron-speeder] | unit | set IBH #4, command/heroism, cost 4, power 3, HP 5, rebel/vehicle/speeder | Raid 1 (This unit gets +1/+0 while attacking.) Rogue-class Starfighter [rogueclass-starfighter] | unit | set JTL #241, villainy, cost 4, power 4, HP 3, separatist/vehicle/fighter | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) Rookie Rocket-jumper [rookie-rocketjumper] | unit | set LAW #227, cunning, cost 1, power 2, HP 1, underworld/twi'lek | When Played: You may pay 1 resource. If you do, give a Shield token to this unit. Rose Tico, Dedicated to the Cause [rose-tico#dedicated-to-the-cause] | unit | set SHD #45, heroism/vigilance, cost 4, power 2, HP 6, resistance | Shielded (When you play this unit, give a Shield token to her.) On Attack: You may defeat a Shield token on a friendly unit. If you do, give 2 Experience tokens to that unit. Rose Tico, Now It's Worth It [rose-tico#now-its-worth-it] | unit | set LAW #223, cunning/heroism, cost 5, power 5, HP 5, resistance | If you control a non- unit, this unit enters play ready. Rose Tico, Saving What We Love [rose-tico#saving-what-we-love] | leader | set JTL #4, vigilance/heroism, cost 5, power 4, HP 6, resistance | Leader: Action [Exhaust]: Heal 2 damage from a Vehicle unit that attacked this phase. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: On Attack: You may heal 2 damage from a Vehicle unit. Rotunda Senate Guards [rotunda-senate-guards] | unit | set SEC #63, vigilance, cost 4, power 4, HP 5, republic/trooper | While this unit is undamaged, it gains Sentinel. (Enemy units in this arena must attack a Sentinel when they attack you.) Royal Guard Attaché [royal-guard-attache] | unit | set TWI #59, vigilance, cost 2, power 2, HP 5, naboo/trooper | When Played: Deal 2 damage to this unit. Royal Security Fighter [royal-security-fighter] | unit | set JTL #61, vigilance, cost 2, power 2, HP 2, naboo/vehicle/fighter | Grit (This unit gets +1/+0 for each damage on it.) Rugged Survivors [rugged-survivors] | unit | set SOR #67, vigilance, cost 5, power 3, HP 5, fringe | Grit (This unit gets +1/+0 for each damage on it.) On Attack: If you control a leader unit, you may draw a card. Rukh, From the Shadows [rukh#from-the-shadows] | unit | set ASH #36, command/cunning/villainy, cost 3, power 1, HP 5, imperial | Support (When you play this unit, you may attack with another unit. It gains this unit's other abilities for this attack.) When Attack Ends: If the defending unit was defeated, you may give 3 Advantage tokens to a unit. Rukh, Thrawn's Assassin [rukh#thrawns-assassin] | unit | set SOR #85, command/villainy, cost 5, power 3, HP 6, imperial | Shielded (When you play this unit, give a Shield token to it.) When this unit deals combat damage to a non-leader unit while attacking: Defeat that unit. Rule with Respect [rule-with-respect] | event | set SHD #106, command/heroism, cost 4, plan | A friendly unit captures each enemy non-leader unit that attacked your base this phase. Rune Haako, Scheming Second [rune-haako#scheming-second] | unit | set TWI #31, vigilance/villainy, cost 2, power 3, HP 2, separatist/official | When Played: If a friendly unit was defeated this phase, you may give a unit –1/–1 for this phase. Ruping Rider [ruping-rider] | unit | set TS26 #67, aggression, cost 4, power 3, HP 4, creature/trooper | Grit (This unit gets +1/+0 for each damage on it.) When Played: If your base has 15 or more damage on it, deal 2 damage to a base. Rush Clovis, Banking Clan Scion [rush-clovis#banking-clan-scion] | unit | set TWI #183, cunning/villainy, cost 4, power 3, HP 5, separatist/official | Raid 2 On Attack: If the defending player controls no ready resources, create a Battle Droid token. Rush Clovis, Trapped by Authority [rush-clovis#trapped-by-authority] | unit | set TS26 #17, vigilance/command, cost 2, power 2, HP 3, separatist/official | Ambush (When you play this unit, he may attack an enemy unit.) Restore 2 (When this unit attacks, heal 2 damage from your base.) Ruthless Assassin [ruthless-assassin] | unit | set SHD #235, villainy, cost 2, power 3, HP 3, underworld/bounty hunter | Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) When Played: Deal 2 damage to a friendly unit. Ruthless Duo [ruthless-duo] | unit | set LAW #137, command/villainy, cost 4, power 3, HP 5, underworld/bounty hunter | When Played: If you control another Villainy unit, you may deal 2 damage to a ground unit. Ruthless Raider [ruthless-raider] | unit | set SOR #134, aggression/villainy, cost 6, power 4, HP 6, imperial/vehicle/capital ship | When Played/When Defeated: Deal 2 damage to an enemy base and 2 damage to an enemy unit. Ruthlessness [ruthlessness] | upgrade | set SHD #143, villainy/aggression, cost 1, innate | Attached unit gains: “When this unit attacks and defeats a unit: Deal 2 damage to the defending player's base.” Ryder Azadi, Restored Governor [ryder-azadi#restored-governor] | unit | set ASH #77, vigilance, cost 3, power 2, HP 5, new republic/official | Restore 1 When Played: Name a card. While this unit is in play, opponents can't play cards with that name. Ryloth Militia [ryloth-militia] | unit | set TWI #108, command, cost 2, power 2, HP 3, twi'lek/trooper | Raid 1 (This unit gets +1/+0 while attacking.) Sabé, Queen's Shadow [sabe#queens-shadow] | leader | set SEC #17, cunning/heroism, cost 5, power 3, HP 6, naboo | Leader: When a friendly unit deals combat damage to a base: You may exhaust this leader. If you do, look at the top 2 cards of the defending player's deck. Discard 1 of those cards. (Put the other back on top.) Epic Action: If you control 5 or more resources, deploy this leader. Deployed: Raid 1 When this unit deals combat damage to a base: Look at the defending player's hand. You may discard a card from it. If you do, that player draws a card. Sabine Wren, Bargaining on Belief [sabine-wren#bargaining-on-belief] | leader | set ASH #6, vigilance/heroism, cost 5, power 3, HP 5, jedi/mandalorian/spectre | Leader: Action [Exhaust]: An opponent gives 2 Advantage tokens to a unit they control. If they do, the next unit you play this phase gains Shielded for this phase. (When you play that unit, give a Shield token to it.) Epic Action: If you control 5 or more resources, deploy this leader. Deployed: On Attack: The next unit you play this phase gains Shielded for this phase. Sabine Wren, Explosives Artist [sabine-wren#explosives-artist] | unit | set SOR #142, aggression/heroism, cost 2, power 2, HP 3, mandalorian/rebel/spectre | While there are at least 3 aspects among other friendly units, this unit can't be attacked (unless she gains Sentinel). On Attack: You may deal 1 damage to the defender or to a base. Sabine Wren, Galvanized Revolutionary [sabine-wren#galvanized-revolutionary] | leader | set SOR #14, aggression/heroism, cost 4, power 2, HP 5, mandalorian/rebel/spectre | Leader: Action [exhaust]: Deal 1 damage to each base. Epic Action: If you control 4 or more resources, deploy this leader. Deployed: On Attack: Deal 1 damage to each enemy base. Sabine Wren, I Learned the Hard Way [sabine-wren#i-learned-the-hard-way] | unit | set ASH #208, cunning/heroism, cost 5, power 4, HP 5, jedi/mandalorian/spectre | Shielded (When you play this unit, give a Shield token to her.) When 1 or more upgrades attach to this unit (including from Shielded): You may exhaust a ground unit. Sabine Wren, Spectre Five [sabine-wren#spectre-five] | unit | set LAW #78, aggression/cunning/heroism, cost 3, power 3, HP 3, mandalorian/rebel/spectre | Ambush (When you play this unit, she may attack an enemy unit.) When Played: You may defeat a non- upgrade. If you control a Vigilance or Command unit, you may defeat an upgrade instead. Sabine Wren, You Can Count On Me [sabine-wren#you-can-count-on-me] | unit | set TWI #195, cunning/heroism, cost 4, power 4, HP 4, fringe/mandalorian/spectre | While this unit is exhausted, she can't be attacked (unless she gains Sentinel). On Attack: You may discard a card from your deck. If it doesn't share an aspect with your base, deal 2 damage to a ground unit. Sabine's Lightsaber, Not Alone [sabines-lightsaber#not-alone] | upgrade | set ASH #114, command/heroism, cost 2, item/weapon/lightsaber | Attach to a non-Vehicle unit. If attached unit is Sabine Wren or a Force unit, it gains Restore 2. Sabine's Masterpiece, Crazy Colorful [sabines-masterpiece#crazy-colorful] | unit | set JTL #250, heroism, cost 3, power 3, HP 3, rebel/vehicle/fighter/spectre | On Attack: If you control a: Vigilance unit, heal 2 damage from a base. Command unit, give an Experience token to a unit. Aggression unit, deal 1 damage to a unit or a base. Cunning unit, exhaust or ready a resource. Saesee Tiin, Courageous Warrior [saesee-tiin#courageous-warrior] | unit | set LOF #167, aggression, cost 5, power 4, HP 6, force/jedi/republic | When Played: If you have the initiative, deal 1 damage to each of up to 3 units. Salacious Crumb, Cackling Companion [salacious-crumb#cackling-companion] | unit | set LAW #210, cunning/villainy, cost 1, power 0, HP 2, underworld/creature | Raid 2 If you control Jabba the Hutt (as a leader or unit), this unit enters play ready. Salacious Crumb, Obnoxious Pet [salacious-crumb#obnoxious-pet] | unit | set SHD #80, command/villainy, cost 1, power 1, HP 3, underworld/creature | When Played: Heal 1 damage from your base. Action [Exhaust, return this unit to his owner's hand]: Deal 1 damage to a ground unit. Salvage [salvage] | event | set JTL #121, command, cost 0, supply | Play a Vehicle unit from your discard pile (paying its cost). Then, deal 1 damage to it. Salvaged Blaster [salvaged-blaster] | upgrade | set LAW #200, aggression, cost 2, item/weapon | Attach to a non-Vehicle unit. Action: If this upgrade was discarded from your hand or deck this phase, play it from your discard pile (paying its cost). Salvaged Materials [salvaged-materials] | event | set LAW #245, cunning, cost 1, supply | Play an Item upgrade from your discard pile. It costs 3 resources less. At the start of the next regroup phase, defeat it. San Hill, Chairman of the Banking Clan [san-hill#chairman-of-the-banking-clan] | unit | set TWI #186, villainy/cunning, cost 6, power 3, HP 7, separatist/official | Exploit 3 (While playing this card, defeat up to 3 units you control. This card costs 2 resources less for each unit defeated this way.) On Attack: For each friendly unit that was defeated this phase, ready a friendly resource. Sanctioner's Shuttle [sanctioners-shuttle] | unit | set TWI #213, cunning, cost 3, power 2, HP 3, republic/vehicle/transport | Coordinate — When Played: This unit captures an enemy non-leader unit that costs 3 or less. (Gain this ability while you control 3 or more units, including this one.) Sandtrooper Cavalry [sandtrooper-cavalry] | unit | set LOF #232, villainy, cost 4, power 2, HP 6, imperial/creature/trooper | Grit (This unit gets +1/+0 for each damage on it.) Satine Kryze, Committed to Peace [satine-kryze#committed-to-peace] | unit | set TWI #47, vigilance/heroism, cost 4, power 0, HP 6, mandalorian/official | Each unit (including enemy units) gains: “Action [Exhaust]: Discard cards from an opponent's deck equal to half this unit's remaining HP, rounded up.” Satine Kryze, Standing on Principles [satine-kryze#standing-on-principles] | leader | set SEC #5, vigilance/heroism, cost 5, power 0, HP 8, mandalorian/official | Leader: Action [Exhaust]: Heal up to 2 damage from a unit. If you do, deal that much damage to your base. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: Restore 4 Savage Opress, Imbued With Hate [savage-opress#imbued-with-hate] | unit | set LOF #137, aggression/villainy, cost 6, power 9, HP 6, force/night | Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) When Played/When Defeated: You may use the Force (lose your Force token). If you don't, deal 9 damage to your base. Savage Opress, Monster [savage-opress#monster] | unit | set TWI #137, aggression/villainy, cost 7, power 7, HP 7, force/night/underworld | When Played: If you control fewer units (including this one) than an opponent, ready this unit. Savage Opress, You Must Have Your Revenge [savage-opress#you-must-have-your-revenge] | leader | set TS26 #5, aggression/villainy, cost 6, power 3, HP 7, force/underworld | Leader: Each friendly unit with the most power among friendly units gains Overwhelm. (When attacking an enemy unit, deal excess damage to the opponent's base.) Epic Action: If you control 6 or more resources, deploy this leader. Deployed: Raid 3 (This unit gets +3/+0 while attacking.) Overwhelm Each other friendly unit gains Overwhelm. Savareen Survivor [savareen-survivor] | unit | set LAW #188, aggression, cost 1, power 2, HP 1, fringe | Hidden (This unit can't be attacked if it was played this phase.) Saw Gerrera, Bring Down the Empire [saw-gerrera#bring-down-the-empire] | leader | set LAW #1, command/aggression, cost 6, power 4, HP 7, rebel | Leader: Action [Exhaust]: Attack with a unit. It gets +2/+0 and gains Overwhelm for this attack. After completing this attack, defeat it. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: When Attack Ends: If this unit survived, you may attack with another unit. It gets +2/+0 and gains Overwhelm for this attack. After completing this attack, defeat it. Saw Gerrera, Extremist [saw-gerrera#extremist] | unit | set SOR #153, aggression/aggression, cost 4, power 5, HP 4, rebel | As an additional cost for each opponent to play an event, they must deal 2 damage to their base. Saw Gerrera, Resistance is Not Terrorism [saw-gerrera#resistance-is-not-terrorism] | unit | set TWI #150, aggression/heroism, cost 6, power 4, HP 8, fringe/trooper | Raid 2 On Attack: If your base has 15 or more damage on it, deal 1 damage to each enemy ground unit. Saw Gerrera's U-Wing, Breaking the Rules [saw-gerreras-uwing#breaking-the-rules] | unit | set SEC #174, aggression, cost 6, power 4, HP 8, rebel/vehicle/fighter | Saboteur When this unit completes an attack (and survives): You may attack with another Aggression unit. Scanning Officer [scanning-officer] | unit | set SHD #114, command, cost 2, power 2, HP 3, imperial/official | When Played: Reveal 3 enemy resources. Defeat each resource with the Smuggle keyword revealed this way. For each resource defeated this way, its controller puts the top card of their deck into play as a resource. Scarif Lieutenant [scarif-lieutenant] | unit | set LAW #142, command/heroism, cost 1, power 2, HP 1, rebel/trooper | When Defeated: Give an Experience token to a friendly Rebel unit. Scavenging Sandcrawler [scavenging-sandcrawler] | unit | set LAW #238, cunning, cost 4, power 1, HP 7, vehicle/transport | On Attack: You may put a card from your discard pile on the bottom of your deck. If you do, create a Credit token. Scimitar, Sith Infiltrator [scimitar#sith-infiltrator] | unit | set LOF #233, villainy, cost 4, power 3, HP 4, sith/vehicle/transport | While this unit is damaged, it gets +3/+0. Scion Shuttle, At Morgan's Bidding [scion-shuttle#at-morgans-bidding] | unit | set ASH #46, vigilance/villainy, cost 2, power 1, HP 3, imperial/vehicle/transport | Support (When you play this unit, you may attack with another unit. It gains this unit's other abilities for this attack.) While this unit is attacking, the defending unit gets –1/–1. Scorpenek Annihilator Droid [scorpenek-annihilator-droid] | unit | set ASH #29, vigilance/command, cost 6, power 5, HP 5, underworld/droid | Sentinel Shielded Overwhelm Scour the Archives [scour-the-archives] | event | set SEC #72, vigilance, cost 1, learned | Search the top 8 cards of your deck for an upgrade, reveal it, and draw it. (Put the other cards on the bottom of your deck in a random order.) Scout Bike Pursuer [scout-bike-pursuer] | unit | set SOR #32, villainy/vigilance, cost 2, power 1, HP 4, imperial/trooper | Grit (This unit gets +1/+0 for each damage on it.) Scouting Headhunter [scouting-headhunter] | unit | set JTL #110, command, cost 2, power 2, HP 1, fringe/vehicle/fighter | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) Scouting TIE Fighter [scouting-tie-fighter] | unit | set IBH #75, villainy, cost 2, power 2, HP 2, imperial/vehicle/fighter Scramble Fighters [scramble-fighters] | event | set JTL #92, command/villainy, cost 7, supply | Create 8 TIE Fighter tokens and ready them. They can't attack bases for this phase. Screeching TIE Fighter [screeching-tie-fighter] | unit | set SEC #185, cunning/villainy, cost 1, power 2, HP 1, imperial/vehicle/fighter | On Attack: You may choose a ground unit. If you do, it loses its keywords (and can't gain keywords) for this phase. Scythe, Intimidating Silhouette [scythe#intimidating-silhouette] | unit | set LOF #135, aggression/villainy, cost 4, power 3, HP 5, imperial/vehicle/transport/inquisitor | On Attack: You may give another friendly Inquisitor unit +2/+0 for this phase. Search Your Feelings [search-your-feelings] | event | set SOR #42, villainy/vigilance, cost 4, innate | Search your deck for a card and draw it. (Then, shuffle your deck.) Seasoned Fleet Admiral [seasoned-fleet-admiral] | unit | set JTL #111, command, cost 2, power 1, HP 4, rebel/twi'lek/official | Raid 1 When an opponent draws 1 or more cards during the action phase: You may give an Experience token to a unit. Seasoned Shoretrooper [seasoned-shoretrooper] | unit | set SOR #81, villainy/command, cost 2, power 2, HP 3, imperial/trooper | While you control 6 or more resources, this unit gets +2/+0. Seasoned Tracker [seasoned-tracker] | unit | set LAW #260, cost 4, power 4, HP 4, bounty hunter | Hidden (This unit can't be attacked if it was played this phase.) Sebulba, Especially Dangerous Dug [sebulba#especially-dangerous-dug] | leader | set LAW #12, aggression/villainy, cost 4, power 2, HP 5, fringe | Leader: Action [Exhaust, discard a card from your deck]: A friendly unit gains Raid 1 for this phase. Epic Action: If you control 4 or more resources, deploy this leader. Deployed: Raid 1 On Attack: Discard a card from your deck. Sebulba's Podracer, Taking the Lead [sebulbas-podracer#taking-the-lead] | unit | set LAW #176, aggression/villainy, cost 3, power 3, HP 3, vehicle/speeder | When you discard a card from your deck: You may ready this unit. Use this ability only once each round. Second Chance [second-chance] | upgrade | set SHD #53, vigilance/vigilance, cost 4, gambit | Attach to a non-leader unit. Attached unit gains: “When Defeated: For this phase, this unit's owner may play it from their discard pile for free.” Second Sister, Seeking the Holocron [second-sister#seeking-the-holocron] | unit | set LOF #184, cunning/villainy, cost 4, power 3, HP 6, force/imperial/inquisitor | On Attack: You may discard 2 cards from your deck. For each Force card discarded this way, ready a resource. Secret Battle of Pretend [secret-battle-of-pretend] | event | set LAW #226, cunning/heroism, cost 2, trick | Exhaust a friendly unit. If you do, for each different aspect it has, exhaust an enemy unit in the same arena. Secret Marriage [secret-marriage] | event | set TS26 #46, vigilance, cost 2, plan | Give a Shield token to each of up to 2 non-Vehicle units. If you give a Shield to an enemy unit this way, draw a card. Plot (When you deploy a leader, you may play this card from your resources, paying its cost. Replace it with the top card of your deck.) Secretive Sage [secretive-sage] | unit | set LOF #61, vigilance, cost 2, power 2, HP 2, force/fringe | Shielded (When you play this unit, give a Shield token to it.) Security Complex [security-complex] | base | set SOR #19, vigilance, HP 25 | Epic Action: Give a Shield token to a non-leader unit. Self-Destruct [selfdestruct] | event | set TWI #140, aggression/villainy, cost 2, tactic | Defeat a friendly unit. If you do, deal 4 damage to a unit. Senate Rotunda [senate-rotunda] | base | set SEC #22, command, HP 30 Senate Warden [senate-warden] | unit | set SEC #59, vigilance, cost 2, power 2, HP 2, republic/trooper | When Defeated: You may disclose Vigilance (reveal a card from your hand with this aspect icon). If you do, give an Experience token to a unit. Senator Chuchi, Voice for the Voiceless [senator-chuchi#voice-for-the-voiceless] | unit | set SEC #45, vigilance/heroism, cost 3, power 2, HP 5, republic/official | Restore 1 (When this unit attacks, heal 1 damage from your base.) On Attack: Give another friendly Official unit Restore 2 for this phase. Senator's Aide [senators-aide] | unit | set SEC #108, command, cost 1, power 0, HP 3, republic/official | While you have the initiative, this unit gets +2/+0. Senatorial Corvette [senatorial-corvette] | unit | set TWI #148, aggression/heroism, cost 5, power 5, HP 4, republic/vehicle/capital ship | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) When Defeated: Each opponent discards a card from their hand. Sense Through the Force [sense-through-the-force] | event | set ASH #235, cunning, cost 2, force | Choose a number, then search the top 5 cards of your deck for a card, reveal it, and draw it. If its cost is the chosen number, you may give 3 Advantage tokens to a Force unit. Separatist Commando [separatist-commando] | unit | set TWI #180, cunning/villainy, cost 2, power 2, HP 3, separatist/droid/trooper | While you control another Separatist unit, this unit gains Raid 2. (It gets +2/+0 while attacking.) Separatist Council, Quarrelsome Holdouts [separatist-council#quarrelsome-holdouts] | unit | set TS26 #49, command/villainy, cost 4, power 2, HP 6, separatist/official | When Played/On Attack: Choose one: Create a Battle Droid token. Give 2 Experience tokens to a Battle Droid token. Separatist Super Tank [separatist-super-tank] | unit | set TWI #87, command/villainy, cost 9, power 8, HP 8, separatist/vehicle/tank | Exploit 3 (While playing this card, defeat up to 3 units you control. This card costs 2 resources less for each unit defeated this way.) Seventh Fleet Defender [seventh-fleet-defender] | unit | set SOR #180, cunning/villainy, cost 3, power 3, HP 2, imperial/vehicle/fighter | Shielded (When you play this unit, give a Shield token to it.) Seventh Sister, Implacable Inquisitor [seventh-sister#implacable-inquisitor] | unit | set SOR #133, aggression/villainy, cost 5, power 3, HP 6, force/imperial/inquisitor | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) When this unit deals combat damage to an opponent's base: You may deal 3 damage to a ground unit that opponent controls. Shaak Ti, Unity Wins Wars [shaak-ti#unity-wins-wars] | unit | set TWI #94, command/heroism, cost 4, power 3, HP 4, force/jedi/republic | Each friendly token unit gets +1/+0. On Attack: Create a Clone Trooper token. Shadow Caster, Just Business [shadow-caster#just-business] | unit | set JTL #169, aggression, cost 6, power 4, HP 7, underworld/vehicle/transport | When a friendly unit is defeated: You may use all of its “When Defeated” abilities again. Shadow Cloaking [shadow-cloaking] | event | set LAW #43, vigilance/aggression/villainy, cost 5, tactic | Ready a unit and give a Shield token to it. Shadow Collective Camp [shadow-collective-camp] | base | set TWI #25, aggression, HP 25 | When you deploy a leader: Draw a card. Shadow Crawler [shadow-crawler] | unit | set SEC #121, command, cost 7, power 6, HP 7, fringe/vehicle/walker | Ambush (When you play this unit, it may attack an enemy unit.) Shadow of Stygeon Prime [shadow-of-stygeon-prime] | upgrade | set LAW #77, aggression/cunning/villainy, cost 4, condition | Attach to a non-leader unit. Attached unit can't ready. It gains: “When the regroup phase starts: Deal 2 damage to your base.” Shadowed Hover Tank [shadowed-hover-tank] | unit | set JTL #224, cunning, cost 4, power 5, HP 3, fringe/vehicle/tank | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) Shadowed Intentions [shadowed-intentions] | upgrade | set TWI #220, cunning, cost 3, innate | Attached unit gains: “This unit can't be captured, defeated, or returned to its owner's hand by enemy card abilities.” Shadowed Undercity [shadowed-undercity] | base | set LOF #21, vigilance, HP 28 | When a friendly Force unit attacks: The Force is with you (create your Force token). Shatterpoint [shatterpoint] | event | set LOF #79, vigilance, cost 4, force | Choose one: Defeat a non-leader unit with 3 or less remaining HP. Use the Force (lose your Force token). If you do, defeat a non-leader unit. Shield [shield] | upgrade | set SOR, cost 0, armor | If damage would be dealt to attached unit, prevent that damage. If you do, defeat a Shield token on it. Shield Drive Outfitter [shield-drive-outfitter] | unit | set LAW #113, vigilance, cost 1, power 1, HP 3, underworld | When Played: You may pay 1 resource. If you do, give a Shield token to a unit. Shield Generator Complex [shield-generator-complex] | base | set JTL #20, vigilance, HP 30 Shielded Hauler [shielded-hauler] | unit | set LAW #122, vigilance, cost 5, power 4, HP 5, underworld/vehicle/transport | Shielded (When you play this unit, give a Shield token to it.) Shien Flurry [shien-flurry] | event | set LOF #220, cunning, cost 1, learned | Play a Force unit from your hand (paying its cost). It gains Ambush for this phase. The next time it would be dealt damage this phase, prevent 2 of that damage. Shifty Suspects [shifty-suspects] | unit | set LAW #197, aggression, cost 4, power 4, HP 5, underworld/bounty hunter | On Attack: Bases can't be healed for this phase. Shin Hati, Eager Adversary [shin-hati#eager-adversary] | leader | set ASH #16, cunning/villainy, cost 6, power 4, HP 6, force | Leader: When a friendly unit's attack ends: You may exhaust this leader. If you do, exhaust a unit that costs less than the amount of combat damage dealt to a base this attack. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: When a friendly unit's attack ends: You may exhaust a unit that costs less than the amount of combat damage dealt to a base this attack. Use this ability only once each round. Shin Hati, Going Somewhere? [shin-hati#going-somewhere] | unit | set ASH #49, vigilance/villainy, cost 5, power 6, HP 6, force | While this is the only friendly non-leader ground unit, she gains Sentinel. (Enemy units in this arena must attack a Sentinel when they attack you.) Shin Hati, Overeager Apprentice [shin-hati#overeager-apprentice] | unit | set LOF #183, cunning/villainy, cost 3, power 4, HP 2, force/fringe | Hidden (This unit can't be attacked if it was played this phase.) Shielded (When you play this unit, give a Shield token to her.) Shin Hati's Fiend Fighter, Compact and Agile [shin-hatis-fiend-fighter#compact-and-agile] | unit | set ASH #191, cunning/villainy, cost 2, power 3, HP 1, vehicle/fighter | When Defeated: You may give 2 Advantage tokens to a unit. If this unit wasn't defeated by combat damage, you may give 3 Advantage tokens to that unit instead. Shipbreaking Yard [shipbreaking-yard] | base | set LAW #26, aggression, HP 26 | Epic Action: Discard 3 cards from your deck. You may return a card discarded this way to the top of your deck. Shoot Down [shoot-down] | event | set JTL #176, aggression, cost 2, tactic | Deal 3 damage to a space unit. If that unit is defeated this way, you may deal 2 damage to a base. Shoot First [shoot-first] | event | set SOR #217, cunning, cost 1, trick | Attack with a unit. It gets +1/+0 for this attack and deals its combat damage before the defender. (If the defender is defeated, it deals no combat damage.) Shuttle ST-149, Under Krennic's Authority [shuttle-st149#under-krennics-authority] | unit | set JTL #242, villainy, cost 4, power 3, HP 4, imperial/vehicle/transport | Shielded (When you play this unit, give a Shield token to it.) When Played/When Defeated: You may take control of a token upgrade on a unit and attach it to a different eligible unit. Shuttle Tydirium, Fly Casual [shuttle-tydirium#fly-casual] | unit | set JTL #200, cunning/heroism, cost 3, power 2, HP 4, rebel/vehicle/transport | On Attack: Discard a card from your deck. If it has an odd cost, you may give an Experience token to another unit. Shydopp Pirate Skiff [shydopp-pirate-skiff] | unit | set ASH #173, aggression, cost 4, power 4, HP 5, underworld/vehicle/transport | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) Sidon Ithano, The Crimson Corsair [sidon-ithano#the-crimson-corsair] | unit | set JTL #213, cunning, cost 2, power 2, HP 2, underworld/pilot | When played as a unit: You may attach this unit as an upgrade to an enemy Vehicle unit without a Pilot on it. Sifo-Dyas, Commissioning An Army [sifodyas#commissioning-an-army] | unit | set LOF #117, command, cost 5, power 4, HP 4, force/jedi/republic | When Defeated: Search the top 8 cards of your deck for any number of Clone units with combined cost 4 or less and discard them. (Put the other cards on the bottom of your deck in a random order.) For this phase, you may play those cards from your discard pile for free. Silver Angel, Trace's Hope [silver-angel#traces-hope] | unit | set JTL #62, vigilance, cost 2, power 2, HP 3, fringe/vehicle/transport | When 1 or more damage is healed from this unit: You may deal 1 damage to a space unit. Single Reactor Ignition [single-reactor-ignition] | event | set LAW #44, vigilance/aggression/villainy, cost 8, disaster/tactic | Defeat all units. For each enemy unit defeated this way, deal 1 damage to its controller's base. Sith Assassin [sith-assassin] | unit | set SEC #238, villainy, cost 2, power 3, HP 2, force/sith | Hidden (This unit can't be attacked if it was played this phase.) Sith Holocron [sith-holocron] | upgrade | set LOF #138, aggression/villainy, cost 1, sith/item | Attach to a Force unit. Attached unit gains: “On Attack: You may deal 2 damage to a friendly unit. If you do, this unit gets +2/+0 for this attack.” Sith Legionnaire [sith-legionnaire] | unit | set LOF #81, command/villainy, cost 2, power 2, HP 2, sith/trooper | While you control another Villainy unit, this unit gets +2/+0. Sith Traditions [sith-traditions] | upgrade | set TS26 #52, command/villainy, cost 2, sith/learned | Attach to a non-Vehicle unit. Attached unit gains: “On Attack: Give an Experience token to this unit.” and “When Defeated: Give an Experience token to a friendly unit.” Sith Trooper [sith-trooper] | unit | set JTL #238, villainy, cost 3, power 3, HP 3, first order/sith/trooper | On Attack: This unit gets +1/+0 for this attack for each damaged unit the defending player controls. Size Matters Not [size-matters-not] | upgrade | set LOF #56, vigilance/vigilance, cost 3, force | If you control a Force unit, this upgrade costs 1 resource less to play. Attached unit's printed power is considered to be 5 and its printed HP is considered to be 5. Skyhopper Canyon Runner [skyhopper-canyon-runner] | unit | set SEC #214, cunning, cost 1, power 1, HP 4, fringe/vehicle/speeder Skyway Cloud Car [skyway-cloud-car] | unit | set JTL #220, cunning, cost 3, power 3, HP 3, fringe/vehicle/fighter | When Defeated: You may return a non-leader unit with 2 or less power to its owner's hand. Slaver's Freighter [slavers-freighter] | unit | set SHD #189, villainy/cunning, cost 5, power 4, HP 5, underworld/vehicle/transport | When Played: You may ready another unit with power equal to or less than the number of upgrades on enemy units. Sly Moore, Cipher in the Dark [sly-moore#cipher-in-the-dark] | leader | set SEC #14, cunning/villainy, cost 5, power 3, HP 6, force/imperial/official | Leader: Action [1 resource, Exhaust]: If there are 4 or more exhausted units in play, create a Spy token. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: On Attack: You may deal 2 damage to an exhausted unit. Sly Moore, Secretive Advisor [sly-moore#secretive-advisor] | unit | set TWI #211, cunning, cost 3, power 3, HP 3, republic/official | When Played: Take contol of an enemy token unit and ready it. At the start of the regroup phase, that token unit's owner takes control of it. Sly Moore, Witness to Power [sly-moore#witness-to-power] | unit | set SEC #33, vigilance/villainy, cost 4, power 2, HP 6, republic/official | When Played: For this phase, each enemy unit gets –2/–0 while it's attacking a base. Plot (When you deploy a leader, you may play this card from your resources, paying its cost. Replace it with the top card of your deck.) Smoke and Cinders [smoke-and-cinders] | event | set SOR #174, aggression, cost 5, disaster | Each player discards all but 2 cards (of their choice) from their hand. Smuggler's Aid [smugglers-aid] | event | set SHD #252, heroism, cost 1, supply | Heal 3 damage from your base. Smuggle [3 resources Heroism] (If this card is a resource, you may play it for its smuggle cost. Replace it with the top card of your deck.) Smuggler's Starfighter [smugglers-starfighter] | unit | set SHD #215, cunning, cost 3, power 2, HP 2, underworld/vehicle/transport | When Played: If you control another Underworld unit, give an enemy unit –3/–0 for this phase. Smuggle [4 resources Cunning] (If this card is a resource, you may play it for its smuggle cost. Replace it with the top card of your deck.) Smuggler's YT-2400 [smugglers-yt2400] | unit | set LAW #148, command/heroism, cost 5, power 4, HP 5, underworld/vehicle/transport | Ambush (When you play this unit, it may attack an enemy unit.) When Played: You may pay 1 resource. If you do, this unit gets +1/+1 for this phase. Smuggling Compartment [smuggling-compartment] | upgrade | set SOR #214, cunning, cost 1, modification | Attach to a VEHICLE unit. Attached unit gains: "On Attack: Ready a resource." Snap Wexley, Resistance Recon Flier [snap-wexley#resistance-recon-flier] | unit | set JTL #98, command/heroism, cost 3, power 2, HP 5, resistance/pilot | When played as a unit/On Attack: The next Resistance card you play this phase costs 1 resource less. Snapshot Reflexes [snapshot-reflexes] | upgrade | set SOR #215, cunning, cost 1, learned | When Played: You may attack with attached unit. Sneak Attack [sneak-attack] | event | set SOR #219, cunning, cost 2, trick | Play a unit from your hand. It costs [3 resources] less and enters play ready. At the start of the regroup phase, defeat it. Sneaking Suspicion [sneaking-suspicion] | upgrade | set SEC #226, cunning, cost 2, innate | Plot (When you deploy a leader, you may play this card from your resources, paying its cost. Replace it with the top card of your deck.) Snowspeeder [snowspeeder] | unit | set SOR #244, heroism, cost 5, power 3, HP 6, rebel/vehicle/speeder | Ambush (After you play this unit, it may ready and attack an enemy unit.) On Attack: Exhaust an enemy Vehicle ground unit. Snowtrooper [snowtrooper] | unit | set IBH #63, aggression/villainy, cost 1, power 1, HP 3, imperial/trooper Snowtrooper Lieutenant [snowtrooper-lieutenant] | unit | set SOR #227, villainy, cost 2, power 2, HP 2, imperial/trooper | When Played: You may attack with a unit. If it's an Imperial unit, it gets +2/+0 for this attack. Snowtrooper Vanguard [snowtrooper-vanguard] | unit | set IBH #57, vigilance/villainy, cost 2, power 2, HP 3, imperial/trooper Snub Fighter Squadron [snub-fighter-squadron] | unit | set ASH #194, cunning/villainy, cost 4, power 4, HP 3, underworld/vehicle/fighter | Ambush (When you play this unit, it may attack an enemy unit.) When Played: Deal 1 damage to a space unit. Soldier of the 501st [soldier-of-the-501st] | unit | set TWI #141, aggression/heroism, cost 1, power 1, HP 3, republic/clone/trooper | Raid 1 (This unit gets +1/+0 while attacking.) Son-tuul Berserkers [sontuul-berserkers] | unit | set LAW #177, aggression/villainy, cost 6, power 8, HP 5, underworld/trooper | Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) Sorcerers of Tund [sorcerers-of-tund] | unit | set LOF #214, cunning, cost 6, power 6, HP 6, force/fringe | Shielded (When you play this card, give a Shield token to it.) Sorcerous Blast [sorcerous-blast] | event | set LOF #172, aggression, cost 1, force | Use the Force (lose your Force token). If you do, deal 3 damage to a unit. Soresu Stance [soresu-stance] | event | set LOF #76, vigilance, cost 1, learned | Play a Force unit from your hand (paying its cost) and give a Shield token to it. Soulless One, Customized for Grievous [soulless-one#customized-for-grievous] | unit | set TWI #179, cunning/villainy, cost 1, power 1, HP 2, separatist/vehicle/fighter | On Attack: You may exhaust a friendly Droid unit or General Grievous (leader or unit). If you do, this unit gets +2/+0 for this attack. Soulless One, Swift and Agile [soulless-one#swift-and-agile] | unit | set SEC #190, cunning/villainy, cost 3, power 3, HP 3, separatist/vehicle/fighter | On Attack: You may disclose CunningCunningVillainy (reveal cards from your hand with these aspect icons among them). If you do, ready 2 resources. Spare the Target [spare-the-target] | event | set SHD #206, cunning/heroism, cost 3, tactic | Return an enemy non-leader unit to its owner's hand. Collect that unit's Bounties. Spark of Hope [spark-of-hope] | event | set SHD #105, command/heroism, cost 2, innate | Choose a unit in your discard pile. If it was defeated this phase, put it into play as a resource. Spark of Rebellion [spark-of-rebellion] | event | set SOR #200, cunning/heroism, cost 2, spectre | Look at an opponent's hand and discard a card from it. SpecForce Soldier [specforce-soldier] | unit | set SOR #140, aggression/heroism, cost 1, power 2, HP 2, rebel/trooper | When Played: A unit loses Sentinel for this phase. Special Forces TIE Fighter [special-forces-tie-fighter] | unit | set JTL #135, aggression/villainy, cost 2, power 2, HP 3, first order/vehicle/fighter | When Played: If an opponent controls more space units than you, ready this unit. Special Modifications [special-modifications] | upgrade | set SEC #227, cunning, cost 2, modification | Attach to a Vehicle unit. When Played: If attached unit is a Transport, you may create a Spy token. Spice Mines [spice-mines] | base | set SHD #24, aggression, HP 30 Spy [spy] | token | set SEC, cost 0, power 0, HP 2, official | Raid 2 (This unit gets +2/+0 while attacking.) Squad Support [squad-support] | upgrade | set TWI #122, command, cost 3, learned | Attach to a non-leader unit. Attached unit gains: “This unit gets +1/+1 for each Trooper unit you control.” Squadron of Vultures [squadron-of-vultures] | unit | set TWI #136, aggression/villainy, cost 6, power 5, HP 4, separatist/droid/vehicle/fighter | Exploit 3 (While playing this card, defeat up to 3 units you control. This card costs 2 resources less for each unit defeated this way.) Stalwart Fleet Trooper [stalwart-fleet-trooper] | unit | set LAW #254, heroism, cost 3, power 3, HP 3, rebel/trooper | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) Star Wing Scout [star-wing-scout] | unit | set SOR #163, aggression, cost 3, power 4, HP 1, vehicle/fighter | When Defeated: If you have the initiative, draw 2 cards. StarFortress Heavy Bomber [starfortress-heavy-bomber] | unit | set ASH #174, aggression, cost 5, power 3, HP 3, resistance/vehicle/transport | When Played: You may deal 6 damage to a non- ground unit. Starlight Temple [starlight-temple] | base | set LOF #24, command, HP 28 | When a friendly Force unit attacks: The Force is with you (create your Force token). Stay on Target [stay-on-target] | event | set JTL #177, aggression, cost 2, tactic | Attack with a Vehicle unit. For this attack, it gets +2/+0 and gains: “When this unit deals damage to a base: Draw a card.” Steadfast Battalion [steadfast-battalion] | unit | set SOR #116, command, cost 5, power 5, HP 5, trooper | Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) On Attack: If you control a leader unit, give a friendly unit +2/+2 for this phase. Steadfast Senator [steadfast-senator] | unit | set TWI #105, command, cost 1, power 0, HP 4, republic/official | Action [2 resources, Exhaust]: Attack with a unit. It gets +2/+0 for this attack. Steela Gerrera, Beloved Tactician [steela-gerrera#beloved-tactician] | unit | set TWI #146, aggression/heroism, cost 4, power 4, HP 3, fringe | When Played/When Defeated: You may deal 2 damage to your base. If you do, search the top 8 cards of your deck for a Tactic card, reveal it, and draw it. (Put the other cards on the bottom of your deck in a random order.) Stinger Mantis, Where Are We Going? [stinger-mantis#where-are-we-going] | unit | set LOF #198, cunning/heroism, cost 5, power 4, HP 6, fringe/vehicle/transport | When Played: You may deal 2 damage to an exhausted unit. Stockpile [stockpile] | event | set LAW #171, command, cost 6, supply | Resource this event and the top card of your deck. Stolen AT-Hauler [stolen-athauler] | unit | set JTL #221, cunning, cost 3, power 4, HP 5, underworld/vehicle/transport | When Defeated: Choose an opponent. For this phase, they may play this unit from its owner's discard pile for free. Stolen Eta Shuttle [stolen-eta-shuttle] | unit | set ASH #125, command, cost 4, power 3, HP 5, vehicle/transport | Hidden (This unit can't be attacked if it was played this phase.) While you have the initiative, this unit gets +2/+0. Stolen Landspeeder [stolen-landspeeder] | unit | set SHD #161, aggression, cost 1, power 3, HP 2, underworld/vehicle/speeder | When Played: If you played this unit from your hand, an opponent takes control of it. Bounty — If you own this unit, play it from your discard pile for free and give an Experience token to it. Stolen Starpath Unit [stolen-starpath-unit] | upgrade | set SEC #210, cunning/heroism, cost 1, item/modification | Attached unit gains: “On Attack: Name a card. The defending player reveals their hand. For each card in their hand with that name, create a Spy token.” Storm Raider [storm-raider] | unit | set LAW #172, aggression/villainy, cost 1, power 2, HP 2, underworld/nihil | Raid 1 (This unit gets +1/+0 while attacking.) Strafing Gunship [strafing-gunship] | unit | set SOR #212, cunning, cost 4, power 3, HP 4, underworld/vehicle/fighter | This unit can attack units in the ground arena. While this unit is attacking a ground unit, the defender gets –2/–0. Strangled Cliffs [strangled-cliffs] | base | set LOF #27, aggression, HP 28 | When a friendly Force unit attacks: The Force is with you (create your Force token). Strategic Acumen [strategic-acumen] | upgrade | set TWI #120, command, cost 1, learned | Attached unit gains: “Action [Exhaust]: Play a unit from your hand. It costs 1 resource less.” Strategic Analysis [strategic-analysis] | event | set TWI #175, aggression, cost 5, plan | Draw 3 cards. Street Gang Recruiter [street-gang-recruiter] | unit | set SHD #260, cost 5, power 4, HP 4, underworld | When Played: You may return an Underworld card from your discard pile to your hand. Strike Force X-Wing [strike-force-xwing] | unit | set SEC #152, aggression/heroism, cost 4, power 3, HP 2, rebel/vehicle/fighter | When Played: You may deal 2 damage to a ready unit. Plot (When you deploy a leader, you may play this card from your resources, paying its cost. Replace it with the top card of your deck.) Strike Team Vanguard [strike-team-vanguard] | unit | set ASH #61, vigilance/heroism, cost 4, power 5, HP 5, rebel/trooper Strike True [strike-true] | event | set SOR #127, command, cost 3, tactic | A friendly unit deals damage equal to its power to an enemy unit. Strikeship [strikeship] | unit | set LOF #131, aggression/villainy, cost 2, power 0, HP 3, underworld/vehicle/fighter/nihil | Raid 3 (This unit gets +3/+0 while attacking.) Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) Stronger Together [stronger-together] | event | set ASH #140, command, cost 4, learned | Create 2 Mandalorian tokens. Stygeon Spire [stygeon-spire] | base | set LAW #27, aggression, HP 27 | Epic Action: Play a card from your hand, ignoring 1 of its Vigilance, Command, Aggression, or Cunning aspect penalties. Subjugating Starfighter [subjugating-starfighter] | unit | set TWI #112, command, cost 4, power 3, HP 3, separatist/vehicle/fighter | Ambush (When you play this unit, it may ready and attack an enemy unit.) When Played: If you have the initiative, create a Battle Droid token. Sudden Ferocity [sudden-ferocity] | upgrade | set SEC #176, aggression, cost 3, innate | Plot (When you deploy a leader, you may play this card from your resources, paying its cost. Replace it with the top card of your deck.) Sugi, Hired Guardian [sugi#hired-guardian] | unit | set SHD #52, vigilance/vigilance, cost 4, power 4, HP 6, underworld/bounty hunter | While an enemy unit is upgraded, this unit gains Sentinel. Smuggle [6 resources Vigilance] (If this card is a resource, you may play her for her smuggle cost. Replace her with the top card of your deck.) Sullustan Sapper [sullustan-sapper] | unit | set LAW #81, aggression/cunning, cost 3, power 4, HP 2, underworld | Ambush (When you play this unit, it may attack an enemy unit.) Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) Sullustan Spacer [sullustan-spacer] | unit | set JTL #255, cost 1, power 1, HP 1, fringe/pilot Summa-verminoth [summaverminoth] | unit | set ASH #83, vigilance, cost 12, power 15, HP 15, creature | Sentinel On Attack: Defeat all other space units. Sundari [sundari] | base | set TWI #20, vigilance, HP 30 Sundari Gauntlet [sundari-gauntlet] | unit | set TS26 #24, command/aggression, cost 5, power 6, HP 5, mandalorian/vehicle/transport | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) On Defense: Deal 1 damage to your base. Sundari Palace [sundari-palace] | base | set TS26 #12, cunning, HP 27 | Epic Action: For each friendly leader unit, you may resource a card from your hand and ready it. If you do, defeat that many friendly resources at the start of the regroup phase. Sundari Peacekeeper [sundari-peacekeeper] | unit | set SHD #98, command/heroism, cost 3, power 1, HP 5, mandalorian/trooper | Raid 2 (This unit gets +2/+0 while attacking.) Restore 2 (When this unit attacks, heal 2 damage from your base.) Super Battle Droid [super-battle-droid] | unit | set TWI #230, villainy, cost 3, power 4, HP 3, separatist/droid/trooper Supercommando Squad [supercommando-squad] | unit | set SHD #34, villainy/vigilance, cost 5, power 4, HP 4, imperial/mandalorian/trooper | Shielded (When you play this unit, give a Shield token to it.) While this unit is upgraded, it gains Sentinel. (Units in this arena can't attack your non-Sentinel units or your base.) Superheavy Ion Cannon [superheavy-ion-cannon] | upgrade | set JTL #227, cunning, cost 2, modification/weapon | Attach to a Capital Ship or Transport unit. Attached unit gains: “On Attack: You may exhaust a non-leader unit the defending player controls. If you do, deal indirect damage equal to its power to that player.” Superlaser Blast [superlaser-blast] | event | set SOR #43, villainy/vigilance, cost 8, tactic/disaster | Defeat all units. Superlaser Technician [superlaser-technician] | unit | set SOR #83, command/villainy, cost 3, power 2, HP 1, imperial | When Defeated: You may put this unit into play as a resource and ready it. Supporting Eta-2 [supporting-eta2] | unit | set JTL #160, aggression, cost 2, power 2, HP 2, republic/vehicle/fighter | On Attack: You may give a ground unit +2/+0 for this phase. Supremacy, Of Unimaginable Size [supremacy#of-unimaginable-size] | unit | set LOF #89, command/villainy, cost 12, power 12, HP 12, first order/vehicle/capital ship | Ambush Other friendly Vehicle units get +6/+6. Supremacy TIE/sf [supremacy-tiesf] | unit | set LOF #34, vigilance/villainy, cost 3, power 3, HP 3, first order/vehicle/fighter | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) Supreme Council Aide [supreme-council-aide] | unit | set SEC #237, villainy, cost 1, power 2, HP 2, first order/official Supreme Leader Snoke, In the Seat of Power [supreme-leader-snoke#in-the-seat-of-power] | leader | set LOF #6, command/villainy, cost 6, power 4, HP 7, force/first order/official | Leader: Action [1 resource, Exhaust]: Give an Experience token to the unit with the most power among friendly Villainy units. (If multiple units are tied, choose one.) Epic Action: If you control 6 or more resources, deploy this leader. Deployed: On Attack: Give an Experience token to the unit with the most power among friendly Villainy units. Supreme Leader Snoke, Shadow Ruler [supreme-leader-snoke#shadow-ruler] | unit | set SHD #37, villainy/vigilance, cost 8, power 6, HP 6, force/first order/official | Each enemy non-leader unit gets –2/–2. Surface Assault Bomber [surface-assault-bomber] | unit | set IBH #78, aggression/villainy, cost 2, power 1, HP 3, imperial/vehicle/fighter | Raid 1 (This unit gets +1/+0 while attacking.) Surprise Strike [surprise-strike] | event | set SOR #220, cunning, cost 2, tactic | Attack with a unit. It gets +3/+0 for this attack. Survivors' Gauntlet [survivors-gauntlet] | unit | set SHD #64, vigilance, cost 5, power 4, HP 6, mandalorian/vehicle/transport | When Played/On Attack: You may attach an upgrade on a unit to another eligible unit controlled by the same player. Survivors' Langskib [survivors-langskib] | unit | set ASH #126, command, cost 4, power 4, HP 4, mandalorian/vehicle/speeder | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) Swarming Vulture Droid [swarming-vulture-droid] | unit | set JTL #256, cost 2, power 2, HP 2, separatist/droid/vehicle/fighter | A deck can have up to 15 copies of this card. This unit gets +1/+0 for each other friendly Swarming Vulture Droid. Sweep the Area [sweep-the-area] | event | set JTL #233, cunning, cost 3, tactic | Return up to 2 non-leader units in the same arena with a combined cost 3 or less to their owners' hands. Swoop Bike Marauder [swoop-bike-marauder] | unit | set LAW #107, vigilance/heroism, cost 4, power 4, HP 4, underworld | On Attack: Draw a card. Swoop Down [swoop-down] | event | set SHD #230, cunning, cost 1, tactic | Attack with a space unit. It gains Saboteur and can attack ground units for this attack. If it attacks a ground unit, it gets +2/+0 and the defender gets –2/–0 for this attack. Swoop Racer [swoop-racer] | unit | set SOR #210, cunning, cost 3, power 4, HP 3, fringe Sword and Shield Maneuver [sword-and-shield-maneuver] | event | set TWI #250, heroism, cost 2, jedi/republic/tactic | Give each friendly Trooper unit Raid 1 for this phase. Give each friendly Jedi unit Sentinel for this phase. Synara San, Harboring a Secret [synara-san#harboring-a-secret] | unit | set SEC #225, cunning, cost 7, power 7, HP 7, underworld | Hidden On Attack: For each friendly unit, ready a friendly resource. Synara San, Loyal to Kragan [synara-san#loyal-to-kragan] | unit | set SHD #33, villainy/vigilance, cost 4, power 3, HP 6, underworld | Grit While this unit is exhausted, she gains, “Bounty — Deal 5 damage to a base.” (When this unit is defeated or captured, your opponent collects its bounty.) Synchronized Strike [synchronized-strike] | event | set TWI #99, command/heroism, cost 2, tactic | Deal damage to an enemy unit equal to the number of units you control in its arena. Syndicate Lackeys [syndicate-lackeys] | unit | set SOR #213, cunning, cost 5, power 5, HP 4, underworld | Ambush (After you play this unit, it may ready and attack an enemy unit.) Syndicate Security [syndicate-security] | unit | set LAW #123, vigilance, cost 5, power 4, HP 6, underworld/trooper | Grit (This unit gets +1/+0 for each damage on it.) Syndicate Spice Runner [syndicate-spice-runner] | unit | set LAW #136, command/villainy, cost 2, power 2, HP 2, underworld | When Played: Search the top 3 cards of your deck for an Underworld unit, reveal it, and draw it. (Put the other cards on the bottom of your deck in a random order.) Syril Karn, Where Is He? [syril-karn#where-is-he] | unit | set SEC #133, aggression/villainy, cost 2, power 2, HP 3, official | On Attack: You may disclose AggressionAggressionVillainy (reveal cards from your hand with these aspect icons among them). If you do, choose a unit. Deal 2 damage to that unit unless its controller discards a card from their hand. System Patrol Craft [system-patrol-craft] | unit | set SOR #66, vigilance, cost 4, power 3, HP 4, vehicle/fighter | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) System Shock [system-shock] | event | set JTL #175, aggression, cost 1, tactic | Defeat a non-leader upgrade attached to a unit. If you do, deal 1 damage to that unit. T-6 Shuttle 1974, Stay Close [t6-shuttle-1974#stay-close] | unit | set LOF #47, vigilance/heroism, cost 3, power 3, HP 4, fringe/vehicle/transport | When this unit is attacked (before damage is dealt): You may give an Experience token to this unit. T-6 Shuttle 1974, With a Mentor's Dedication [t6-shuttle-1974#with-a-mentors-dedication] | unit | set ASH #109, command/heroism, cost 4, power 2, HP 6, jedi/vehicle/transport | Sentinel (Enemy units in this arena must attack a Sentinel when they attack you.) Action [Exhaust]: Give another unit +2/+2 for this phase. You may attack with that unit. Tactical Advantage [tactical-advantage] | event | set SOR #124, command, cost 1, tactic | Give a unit +2/+2 for this phase. Tactical Droid Commander [tactical-droid-commander] | unit | set TWI #184, cunning/villainy, cost 5, power 4, HP 4, separatist/droid | Exploit 2 When you play another Separatist unit: You may exhaust a unit that costs the same as or less than the played unit. Tactical Heavy Bomber [tactical-heavy-bomber] | unit | set JTL #152, aggression/heroism, cost 5, power 3, HP 5, resistance/vehicle/transport | On Attack: Deal indirect damage equal to this unit's power to the defending player. If a base is damaged this way, draw a card. (That player assigns that much unpreventable damage among their base and units.) Take Action [take-action] | event | set TS26 #71, aggression, cost 3, tactic | This event costs 1 resource less to play for each friendly leader unit. Deal 3 damage to a unit. Take Aim [take-aim] | event | set TS26 #83, cunning, cost 3, tactic | This event costs 1 resource less to play for each friendly leader unit. Attack with a unit. It gets +2/+0 and gains Saboteur for this attack. (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) Take Captive [take-captive] | event | set SHD #131, command, cost 3, tactic | A friendly unit captures an enemy non-leader unit in the same arena. (Put the captured card facedown under that unit until that unit leaves play.) Take Charge [take-charge] | event | set TS26 #60, command, cost 3, tactic | This event costs 1 resource less to play for each friendly leader unit. Give an Experience token to each of up to 3 units. Take Cover [take-cover] | event | set TS26 #47, vigilance, cost 3, tactic | This event costs 1 resource less to play for each friendly leader unit. Heal up to 3 damage from a unit and give a Shield token to it. Takedown [takedown] | event | set SOR #77, vigilance, cost 4, tactic | Defeat a unit with 5 or less remaining HP. Tala Durith, I Can Get You Inside [tala-durith#i-can-get-you-inside] | unit | set SEC #203, cunning/heroism, cost 3, power 3, HP 3, imperial/rebel | Each other friendly unit gains Hidden. Plot (When you deploy a leader, you may play this card from your resources, paying its cost. Replace it with the top card of your deck.) Talzin's Assassin [talzins-assassin] | unit | set LOF #35, vigilance/villainy, cost 4, power 4, HP 4, force/night | When Played: You may use the Force (lose your Force token). If you do, give a unit –3/–3 for this phase. Tam Ryvora, Searching For Purpose [tam-ryvora#searching-for-purpose] | unit | set JTL #35, vigilance/villainy, cost 3, power 2, HP 5, first order/pilot Tandem Assault [tandem-assault] | event | set JTL #124, command, cost 1, tactic | Attack with a space unit. If you do, attack with a ground unit, and that ground unit gets +2/+0 for this attack. Tantive IV, Carrying Hope [tantive-iv#carrying-hope] | unit | set LAW #109, vigilance/heroism, cost 7, power 5, HP 8, rebel/vehicle/capital ship | Restore 2 (When this unit attacks, heal 2 damage from your base.) When Played: If a friendly unit was defeated this phase, heal 4 damage from your base. Tantive IV, Fleeing the Empire [tantive-iv#fleeing-the-empire] | unit | set JTL #252, heroism, cost 7, power 5, HP 7, rebel/vehicle/capital ship | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) When Played: Create an X-Wing token. Taramyn Barcona, Eyes Front! [taramyn-barcona#eyes-front] | unit | set LAW #40, vigilance/command, cost 5, power 4, HP 6, rebel/trooper | When Played: You may defeat a Credit token (belonging to any player). If you do, give an Experience token to this unit and another friendly unit. Tarfful, Kashyyyk Chieftain [tarfful#kashyyyk-chieftain] | unit | set SHD #250, heroism, cost 7, power 3, HP 9, wookiee | Restore 2 When a friendly Wookiee unit is dealt combat damage and isn't defeated: That unit deals that much damage to an enemy ground unit. Target Tagger [target-tagger] | unit | set LAW #157, command, cost 3, power 3, HP 3, bounty hunter | When Played: You may attack with a unit. If it's a Bounty Hunter, it gets +2/+0 for this attack. Target the Main Generator [target-the-main-generator] | event | set IBH #59, aggression, cost 2, tactic | Deal 2 damage to a base. Targeted For Removal [targeted-for-removal] | upgrade | set LAW #141, command/villainy, cost 3, condition | Attached unit gains: “When Defeated: An opponent creates Credit tokens equal to this unit's cost.” Targeting Computer [targeting-computer] | upgrade | set JTL #171, aggression, cost 1, item/modification | Attached unit gains: “You assign all indirect damage dealt by this unit.” Tarkintown [tarkintown] | base | set SOR #25, aggression, HP 25 | Epic Action: Deal 3 damage to a damaged non-leader unit. Tatooine Repulsor Train [tatooine-repulsor-train] | unit | set ASH #35, command/aggression, cost 7, power 8, HP 7, underworld/vehicle/speeder | This unit can't be attacked while you control 2 or more exhausted units (unless it gains Sentinel). On Attack: Deal 2 damage to a ground unit for each friendly exhausted unit. Tatooine Sand Beast [tatooine-sand-beast] | unit | set ASH #225, cunning, cost 6, power 8, HP 4, creature | Hidden (This unit can't be attacked if it was played this phase.) Tauntaun [tauntaun] | unit | set LOF #64, vigilance, cost 3, power 3, HP 3, creature | When Defeated: You may give a Shield token to a damaged non-Vehicle unit. Tauntaun Mount [tauntaun-mount] | unit | set IBH #15, command, cost 2, power 2, HP 2, creature | When Defeated: Heal 2 damage from your base. Taylander Shuttle [taylander-shuttle] | unit | set SEC #115, command, cost 3, power 2, HP 4, fringe/vehicle/transport | On Attack: If you have the initiative, create a Spy token. Tear This Ship Apart [tear-this-ship-apart] | event | set LAW #66, command/cunning/villainy, cost 7, tactic | Look at all of an opponent's resources. You may play 1 of those cards for free. If you do, that opponent resources the top card of their deck. Tech, Source of Insight [tech#source-of-insight] | unit | set SHD #248, heroism, cost 3, power 2, HP 5, fringe/clone | Each friendly resource gains Smuggle. The gained Smuggle cost is that card's cost plus 2 resources and its aspect icons. Smuggle [4 resources Heroism] Techno Union Transport [techno-union-transport] | unit | set JTL #190, cunning/villainy, cost 5, power 4, HP 6, separatist/vehicle/transport | Shielded (When you play this unit, give a Shield token to it.) Tempest Assault [tempest-assault] | event | set SEC #144, aggression/villainy, cost 4, tactic | If you've dealt damage to an enemy base this phase, deal 2 damage to each enemy space unit. Tempest Lieutenant [tempest-lieutenant] | unit | set ASH #143, aggression/villainy, cost 2, power 3, HP 2, imperial/trooper | Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) Temple of Destruction [temple-of-destruction] | base | set LOF #25, aggression, HP 25 | When a friendly unit deals 3 or more combat damage to an enemy base: The Force is with you (create your Force token). Terentatek [terentatek] | unit | set LOF #118, command, cost 5, power 5, HP 5, creature | While an opponent controls a Force unit, this unit gains Ambush. (When you play this unit, it may attack an enemy unit.) That's a Rock [thats-a-rock] | event | set LAW #206, aggression, cost 1, gambit | Deal 1 damage to a unit. When this event is discarded from your hand or deck: You may deal 1 damage to a unit. The Armorer, Secrecy is Our Survival [the-armorer#secrecy-is-our-survival] | unit | set ASH #64, vigilance/heroism, cost 6, power 5, HP 5, mandalorian | Shielded (When you play this unit, give a Shield token to her.) When Played: Give a Shield token to each friendly unit with Shielded (including this one). The Armorer, Steel Shapes Us [the-armorer#steel-shapes-us] | leader | set ASH #1, vigilance/command, cost 5, power 4, HP 6, mandalorian | Leader: Action [Exhaust]: Play an upgrade from your resources on a unit that entered play this phase (paying its cost). If you do, resource the top card of your deck. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: When Attack Ends: You may play an upgrade from your resources on a friendly unit. If you do, resource the top card of your deck. The Armorer, Survival Is Strength [the-armorer#survival-is-strength] | unit | set SHD #47, heroism/vigilance, cost 5, power 3, HP 5, mandalorian | When Played: Give a Shield token to each of up to 3 Mandalorian units. The Axe Forgets [the-axe-forgets] | event | set LAW #246, cunning, cost 2, gambit | Return a non-leader unit that costs 3 or less to its owner's hand. The Blade Wing, The Secret of Shantipole [the-blade-wing#the-secret-of-shantipole] | unit | set LAW #241, cunning, cost 6, power 3, HP 3, rebel/vehicle/fighter | When Played: You may return a non-leader unit to its owner's hand. The Burden of Masters [the-burden-of-masters] | event | set LOF #125, command, cost 1, learned | Put a Force unit from your discard pile on the bottom of your deck. If you do, play a unit from your hand and give 2 Experience tokens to it. The Chancellor's Shuttle, Grim Harbinger [the-chancellors-shuttle#grim-harbinger] | unit | set SEC #27, vigilance/villainy, cost 2, power 1, HP 3, republic/vehicle/transport | Restore 1 When Defeated: If you control Chancellor Palpatine (as a leader or unit), you may give an Experience token to a unit. The Chaos of War [the-chaos-of-war] | event | set SHD #159, aggression/aggression, cost 3, plan | Deal damage to each player's base equal to the number of cards in that player's hand. The Client, Dictated by Discretion [the-client#dictated-by-discretion] | unit | set SHD #31, villainy/vigilance, cost 3, power 2, HP 5, imperial/official | Shielded Action [Exhaust]: Choose a unit. For this phase, it gains: “Bounty — Heal 5 damage from a base.” (When that unit is defeated or captured, its opponent collects its bounty.) The Client, Please Lower Your Blaster [the-client#please-lower-your-blaster] | leader | set LAW #16, cunning/villainy, cost 5, power 4, HP 4, imperial/official | Leader: Action [Exhaust]: If you created a token this phase, exhaust an enemy unit. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: Shielded (When you deploy this leader, give him a Shield token.) On Attack: If you created a token this phase, exhaust an enemy unit. The Clone Wars [the-clone-wars] | event | set TWI #125, command, cost 2, disaster | Pay any number of resources. Create that many Clone Trooper tokens. Each opponent creates that many Battle Droid tokens. The Conflict Within [the-conflict-within] | upgrade | set ASH #88, vigilance, cost 3, condition | Attached unit gains: “When this unit readies: You may pay 3 resources. If you don't, exhaust this unit.” The Crystal City [the-crystal-city] | base | set TWI #21, vigilance, HP 30 The Cyborg Mech, Mysterious Threat [the-cyborg-mech#mysterious-threat] | unit | set ASH #147, aggression/villainy, cost 6, power 3, HP 7, fringe | Grit (This unit gets +1/+0 for each damage on it.) When Played: Either deal 2 damage to an undamaged ground unit or 5 damage to a damaged ground unit. The Darksaber [the-darksaber] | upgrade | set SHD #126, command, cost 4, mandalorian/item/weapon | Attach to a non-Vehicle unit. While playing this upgrade on a Mandalorian unit, ignore its aspect penalty. Attached unit gains, “On Attack: Give an Experience token to each other friendly Mandalorian unit.” The Darksaber, Icon of Leadership [the-darksaber#icon-of-leadership] | upgrade | set ASH #135, command, cost 4, mandalorian/item/weapon | Attach to a non-Vehicle unit. Attached unit is a leader unit and gains the Mandalorian trait. Attached unit gains: “While you are paying costs, this unit provides its aspect icons.” The Darksaber, Only the Strongest Shall Rule [the-darksaber#only-the-strongest-shall-rule] | upgrade | set TS26 #22, command/aggression/villainy, cost 4, mandalorian/item/weapon | Attach to a non-Vehicle unit. Attached unit gains Sentinel. When Played: If there are 4 or more different keywords among friendly units, ready attached unit. The Daughter, Embodiment of Light [the-daughter#embodiment-of-light] | unit | set LOF #252, heroism, cost 5, power 4, HP 6, force | When damage is dealt to your base: You may use the Force (lose your Force token). If you do, heal 2 damage from your base. The Desolation of Hoth [the-desolation-of-hoth] | event | set IBH #104, vigilance, cost 6, disaster | Defeat up to 2 enemy units that each cost 3 or less. The Elite Squad, Neutralizing Insurgents [the-elite-squad#neutralizing-insurgents] | unit | set SEC #143, aggression/villainy, cost 8, power 6, HP 8, imperial/trooper | Grit When Played/When damage is dealt to this unit: You may deal 2 damage to another (unique) unit. The Emperor's Legion [the-emperors-legion] | event | set SOR #91, command/villainy, cost 2, imperial/supply | Return each unit in your discard pile that was defeated this phase to your hand. The Eye of Aldhani [the-eye-of-aldhani] | event | set SEC #73, vigilance, cost 1, innate/trick | At the start of the next action phase, for each enemy unit, its controller must pay 1 resource or exhaust that unit. The Father, Maintaining Balance [the-father#maintaining-balance] | unit | set LOF #260, cost 8, power 5, HP 10, force | When you use the Force: You may deal 1 damage to this unit. If you do, the Force is with you. The Force [the-force] | token | set LOF, cost 0 | (The Force is with you. When you use the Force, remove this token from play.) The Force Is With Me [the-force-is-with-me] | event | set SOR #55, vigilance/heroism, cost 4, force | Choose a friendly unit and give 2 Experience tokens to it. If you control a FORCE unit, also give a Shield token to the chosen unit. You may attack with the chosen unit. The Galleon, Marauding Pirate Ship [the-galleon#marauding-pirate-ship] | unit | set SEC #141, aggression/villainy, cost 7, power 6, HP 6, underworld/vehicle/transport | When Played: You may disclose AggressionAggressionVillainy (reveal cards from your hand with these aspect icons among them). If you do, create 3 Spy tokens. The Ghost, Heart of the Family [the-ghost#heart-of-the-family] | unit | set JTL #53, vigilance/heroism, cost 5, power 5, HP 6, rebel/vehicle/transport/spectre | Each other friendly Spectre unit gains this unit's keywords. While this unit is upgraded, it gains Sentinel. The Ghost, Home of the Spectres [the-ghost#home-of-the-spectres] | unit | set LAW #69, command/cunning/heroism, cost 6, power 4, HP 4, rebel/vehicle/transport/spectre | When Played: You may give an Experience token and a Shield token to a unit. If you control a Vigilance or Aggression unit, you may give an Experience token and a Shield token to each of up to 2 units instead. The Ghost, Spectre Home Base [the-ghost#spectre-home-base] | unit | set SOR #50, vigilance/heroism, cost 6, power 5, HP 5, rebel/vehicle/transport/spectre | Shielded (When you play this unit, give a Shield token to it.) When Played/On Attack: You may give a Shield token to another SPECTRE unit. The Great Mothers, With Strange Magicks [the-great-mothers#with-strange-magicks] | unit | set ASH #101, command/villainy, cost 7, power 6, HP 7, force/night | Support When Attack Ends: If this unit dealt combat damage to 1 or more non-leader units, defeat those units. The Holy City [the-holy-city] | base | set LOF #30, cunning, HP 28 | When a friendly Force unit attacks: The Force is with you (create your Force token). The Invasion of Christophsis [the-invasion-of-christophsis] | event | set TWI #78, vigilance, cost 15, separatist/plan | Exploit 4 Choose an opponent. Defeat each unit that player controls. The Invisible Hand, Crawling With Vultures [the-invisible-hand#crawling-with-vultures] | unit | set JTL #89, command/villainy, cost 6, power 6, HP 6, separatist/vehicle/capital ship | When Played/When this unit completes an attack (and survives): You may search the top 8 cards of your deck for a Droid unit, reveal it, and draw it. If it costs 2 or less, you may play it for free. (Put the other cards on the bottom of your deck in a random order.) The Invisible Hand, Imposing Flagship [the-invisible-hand#imposing-flagship] | unit | set TWI #234, villainy, cost 8, power 4, HP 7, separatist/vehicle/capital ship | When Played: Create 4 Battle Droid tokens. On Attack: Exhaust any number of friendly Separatist units. Deal 1 damage to the defending player's base for each unit exhausted this way. The Legacy Run, Doomed Debris [the-legacy-run#doomed-debris] | unit | set LOF #213, cunning, cost 5, power 3, HP 3, republic/vehicle/transport | When Defeated: Deal 6 damage divided as you choose among enemy units. The Mandalorian, Cleaning Up Nevarro [the-mandalorian#cleaning-up-nevarro] | unit | set SEC #209, cunning/heroism, cost 8, power 6, HP 8, mandalorian/bounty hunter | Ambush When this unit attacks and defeats a unit: You may choose an enemy non-leader unit. This unit captures it. The Mandalorian, Devoted Rescuer [the-mandalorian#devoted-rescuer] | unit | set ASH #62, vigilance/heroism, cost 4, power 5, HP 4, mandalorian | Shielded If damage would be dealt to another friendly unit, you may defeat a Shield token on this unit. If you do, prevent that damage. The Mandalorian, Let's See the Puck [the-mandalorian#lets-see-the-puck] | unit | set LAW #52, vigilance/aggression, cost 6, power 6, HP 5, mandalorian/bounty hunter | When Played: Draw a card. When you draw 1 or more cards during the action phase: Give a Shield token to this unit. The Mandalorian, Sworn To The Creed [the-mandalorian#sworn-to-the-creed] | leader | set SHD #18, cunning/heroism, cost 6, power 4, HP 7, mandalorian/bounty hunter | Leader: When you play an upgrade: You may exhaust this leader. If you do, exhaust an enemy unit with 4 or less remaining HP. Epic Action: If you control 6 or more resources, deploy this leader. (Flip him, ready him, and move him to the ground arena.) Deployed: When you play an upgrade: You may exhaust an enemy unit with 6 or less remaining HP. The Mandalorian, We Can't Keep Running [the-mandalorian#we-cant-keep-running] | leader | set ASH #14, aggression/heroism, cost 6, power 4, HP 6, mandalorian | Leader: When you take the initiative: You may pay 1 resource. If you do, draw a card. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: Support (When you deploy this leader, you may attack with another unit. It gains this unit's other abilities for this attack.) On Attack: If you have the initiative, you may draw a card. The Mandalorian, Weathered Pilot [the-mandalorian#weathered-pilot] | unit | set JTL #210, cunning/cunning, cost 5, power 5, HP 6, mandalorian/bounty hunter/pilot | When played as a unit: Exhaust up to 2 ground units. The Mandalorian, Wherever I Go, He Goes [the-mandalorian#wherever-i-go-he-goes] | unit | set SHD #49, vigilance/heroism, cost 6, power 5, HP 6, mandalorian/bounty hunter | Sentinel When Played: You may heal all damage from a unit that costs 2 or less and give 2 Shield tokens to it. The Mandalorian's Rifle [the-mandalorians-rifle] | upgrade | set SHD #251, heroism, cost 3, item/weapon | Attach to a friendly non-VEHICLE unit. When Played: If attached unit is The Mandalorian, he captures an exhausted enemy non-leader unit. (Put the captured card facedown under him until he leaves play.) The Marauder, Shuttling the Bad Batch [the-marauder#shuttling-the-bad-batch] | unit | set SHD #102, command/heroism, cost 5, power 4, HP 5, fringe/vehicle/transport | Ambush When Played: Choose a card in your discard pile. Put it into play as a resource if it shares a name with a unit you control. The Master Codebreaker, High Stakes [the-master-codebreaker#high-stakes] | unit | set LAW #229, cunning, cost 2, power 1, HP 4, underworld | The first Gambit card you play each round costs 1 resource less. When Played: Search the top 8 cards of your deck for a Gambit card, reveal it, and draw it. The Max Rebo Band, Jatz-Wailers [the-max-rebo-band#jatzwailers] | unit | set LAW #71, command/cunning, cost 3, power 1, HP 5, underworld/musician | When the regroup phase starts: Create a Credit token. The Nest [the-nest] | base | set TWI #27, aggression, HP 30 The Purrgil King, Leading The Journey [the-purrgil-king#leading-the-journey] | unit | set LOF #121, command, cost 8, power 4, HP 12, creature | Restore 4 When Played: Draw a card for each friendly unit with 7 or more remaining HP. The Sarlacc of Carkoon, Horror of the Dune Sea [the-sarlacc-of-carkoon#horror-of-the-dune-sea] | unit | set LAW #163, command, cost 8, power 8, HP 9, creature | On Attack: Put a unit from your discard pile on the bottom of your deck. Deal damage equal to that unit's power to an enemy ground unit. The Son, Embodiment of Darkness [the-son#embodiment-of-darkness] | unit | set LOF #237, villainy, cost 7, power 6, HP 8, force | While the Force is with you, each friendly unit gets +2/+0. The Starhawk, Prototype Battleship [the-starhawk#prototype-battleship] | unit | set JTL #105, command/heroism, cost 9, power 6, HP 9, new republic/vehicle/capital ship | Ambush While paying costs, you pay half as many resources, rounded up. The Stranger, No Survivors [the-stranger#no-survivors] | unit | set LAW #86, cunning/vigilance/villainy, cost 5, power 1, HP 7, force/sith | Ambush Grit While attacking, you may have the defending unit deal combat damage before this unit. The Student Guides the Master [the-student-guides-the-master] | event | set ASH #115, command/heroism, cost 1, learned | Give a friendly unit +1/+0 for this phase for each other friendly unit with less power than it. The Tragedy of Plagueis [the-tragedy-of-plagueis] | event | set LOF #43, vigilance/villainy, cost 5, learned | Choose a friendly unit. For this phase, it can't be defeated by having no remaining HP. An opponent chooses a unit they control. Defeat that unit. The Tree Remembers [the-tree-remembers] | event | set LAW #132, vigilance, cost 4, tactic | An enemy unit loses all abilities for this phase. If it costs 3 or less, defeat it. The Twins, We Don't Want War [the-twins#we-dont-want-war] | unit | set ASH #127, command, cost 4, power 2, HP 7, underworld/hutt | When Played/On Attack: You may give another friendly unit Sentinel for this phase. When another friendly unit is defeated: Heal 1 damage from your base. The Way of the Mand'alor [the-way-of-the-mandalor] | upgrade | set ASH #263, cost 2, mandalorian | This upgrade costs 1 resource less to play on a Mandalorian unit. The Will of the Force [the-will-of-the-force] | event | set LOF #227, cunning, cost 4, force | Return a non-leader unit to its owner's hand. You may use the Force (lose your Force token). If you do, that player discards a random card from their hand. The Wrong Ride [the-wrong-ride] | event | set SEC #235, cunning, cost 3, disaster | Exhaust 2 enemy resources. Plot (When you deploy a leader, you may play this card from your resources, paying its cost. Replace it with the top card of your deck.) The Zillo Beast, Awoken From The Depths [the-zillo-beast#awoken-from-the-depths] | unit | set TWI #67, vigilance, cost 9, power 10, HP 10, creature | When Played: Give each enemy ground unit –5/–0 for this phase. When the regroup phase starts: Heal 5 damage from this unit. Theed Palace [theed-palace] | base | set JTL #23, command, HP 30 Theed Security [theed-security] | unit | set SEC #95, command/heroism, cost 2, power 2, HP 3, naboo/trooper | When Played: If an opponent controls an upgrade, give an Experience token to a unit. There Is No Conflict [there-is-no-conflict] | upgrade | set ASH #199, cunning/villainy, cost 2, innate | When Played: Return any number of other upgrades on attached unit to their owners' hands. There Is No Escape [there-is-no-escape] | event | set JTL #244, villainy, cost 2, tactic | Choose up to 3 units. Those units lose all abilities and can't gain abilities for this round. Thermal Detonator [thermal-detonator] | upgrade | set LAW #201, aggression, cost 3, item/weapon | Attach to a non-Vehicle unit. Attached unit gains: “When Defeated: If this unit was ready, deal 2 damage to each enemy ground unit.” Thermal Oscillator [thermal-oscillator] | base | set JTL #25, aggression, HP 27 | Your minimum deck size is decreased by 5 cards. They Hate That Ship [they-hate-that-ship] | event | set JTL #155, aggression/heroism, cost 1, innate | An opponent creates 2 TIE Fighter tokens and readies them. Then, play a Vehicle unit from your hand. It costs 3 resources less. Third Sister, Seething With Ambition [third-sister#seething-with-ambition] | leader | set LOF #10, aggression/villainy, cost 5, power 5, HP 4, force/imperial/inquisitor | Leader: Action [Exhaust]: Play a unit from your hand. It gains Hidden for this phase. (It can't be attacked for this phase unless it has Sentinel.) Epic Action: If you control 5 or more resources, deploy this leader. Deployed: Hidden (This unit can't be attacked if she was deployed this phase.) On Attack: The next unit you play this phase gains Hidden. This Is The Way [this-is-the-way] | event | set SHD #253, heroism, cost 2, mandalorian | Search the top 8 cards of your deck for up to 2 Mandalorian and/or upgrade cards, reveal them, and draw them. (Put the other cards on the bottom of your deck in a random order.) Thralls of the Coven [thralls-of-the-coven] | unit | set LOF #136, aggression/villainy, cost 5, power 3, HP 7, night | Raid 3 (This unit gets +3/+0 while attacking.) Three Lessons [three-lessons] | event | set LOF #225, cunning, cost 2, learned | Play a unit from your hand (paying its cost). It gains Hidden for this phase. Give an Experience token and a Shield token to it. TIE Advanced [tie-advanced] | unit | set SOR #231, villainy, cost 4, power 3, HP 2, imperial/vehicle/fighter | When Played: Give 2 Experience tokens to another friendly IMPERIAL unit. TIE Ambush Squadron [tie-ambush-squadron] | unit | set JTL #87, command/villainy, cost 4, power 2, HP 3, imperial/vehicle/fighter | Ambush (When you play this unit, it may attack an enemy unit.) When Played/When Defeated: Create a TIE Fighter token. TIE Bomber [tie-bomber] | unit | set JTL #237, villainy, cost 2, power 0, HP 4, imperial/vehicle/fighter | On Attack: Deal 3 indirect damage to the defending player. (They assign 3 unpreventable damage among their base and units.) TIE Dagger Vanguard [tie-dagger-vanguard] | unit | set JTL #239, villainy, cost 3, power 2, HP 2, first order/sith/vehicle/fighter | When Played: You may deal 2 damage to a damaged unit. TIE Fighter [tie-fighter] | token | set JTL, villainy, cost 0, power 1, HP 1, vehicle/fighter TIE Striker [tie-striker] | unit | set ASH #141, aggression/villainy, cost 1, power 2, HP 1, imperial/vehicle/fighter | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) TIE/ln Fighter [tieln-fighter] | unit | set SOR #225, villainy, cost 1, power 2, HP 1, imperial/vehicle/fighter Time of Crisis [time-of-crisis] | event | set LOF #177, aggression, cost 4, disaster | Each player chooses a unit they control. Deal 3 damage to each unit not chosen this way. Timely Intervention [timely-intervention] | event | set SHD #129, command, cost 1, tactic | Play a unit from your hand. Give it Ambush for this phase. (When you play it, it may ready and attack an enemy unit.) Smuggle [2 resources, command] (If this card is a resource, you may play it for its smuggle cost. Replace it with the top card of your deck.) Timely Reinforcements [timely-reinforcements] | event | set JTL #130, command, cost 5, tactic | Choose an opponent. For every 2 resources they control, create an X-Wing token and give it Sentinel for this phase. (Units in its arena can't attack your non-Sentinel units or your base.) Tip the Scale [tip-the-scale] | event | set LOF #226, cunning, cost 2, force/trick | Look at an opponent's hand and discard a non-unit card from it. Tipoca City [tipoca-city] | base | set TWI #24, command, HP 30 Tobias Beckett, I Trust No One [tobias-beckett#i-trust-no-one] | unit | set SHD #217, cunning, cost 4, power 4, HP 5, underworld | When you play a non-unit card: You may exhaust a unit that costs the same as or less than the card you played. Use this ability only once each round. Smuggle [5 resources Vigilance] Tobias Beckett, People are Predictable [tobias-beckett#people-are-predictable] | leader | set LAW #2, cunning/vigilance, cost 5, power 4, HP 6, underworld | Leader: Action [Exhaust]: Choose a friendly unit. An opponent takes control of it. If they do, create a Credit token. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: When Deployed: Defeat any number of units you own but don't control. For each unit defeated this way, create a Credit token and draw a card. Tomb of Eilram [tomb-of-eilram] | base | set LOF #28, cunning, HP 25 | Action [exhaust a friendly unit]: The Force is with you (create your Force token). Too Strong for Blasters [too-strong-for-blasters] | event | set IBH #66, vigilance, cost 1, innate | Heal 2 damage from a unit. Top Target [top-target] | upgrade | set SHD #71, vigilance, cost 1, bounty/condition | Attached unit gains: “Bounty — Heal 4 damage from a unit or base. If this unit is unique, heal 6 damage instead.” (When this unit is defeated or captured, its opponent collects its bounty.) Topple the Summit [topple-the-summit] | event | set SEC #183, aggression, cost 5, plan | Deal 3 damage to each damaged unit. Plot (When you deploy a leader, you may play this card from your resources, paying its cost. Replace it with the top card of your deck.) Toro Calican, Ambitious Upstart [toro-calican#ambitious-upstart] | unit | set SHD #239, villainy, cost 3, power 3, HP 5, bounty hunter | When you play another Bounty Hunter unit: You may deal 1 damage to it. If you do, ready this unit. Use this ability only once each round. Torpedo Barrage [torpedo-barrage] | event | set JTL #234, cunning, cost 3, tactic | Deal 5 indirect damage to a player. (They assign 5 unpreventable damage among their base and units.) Toydarian Technician [toydarian-technician] | unit | set LAW #90, cunning/vigilance, cost 2, power 2, HP 3, underworld | Raid 1 (This unit gets +1/+0 while attacking.) Restore 1 (When this unit attacks, heal 1 damage from your base.) Trace Martez, Trusting Sister [trace-martez#trusting-sister] | unit | set JTL #66, vigilance, cost 3, power 2, HP 5, fringe/pilot Trade Federation Delegates [trade-federation-delegates] | unit | set SEC #191, cunning/villainy, cost 5, power 3, HP 4, republic/official | When Played: Create 2 Spy tokens. Trade Federation Shuttle [trade-federation-shuttle] | unit | set TWI #60, vigilance, cost 3, power 2, HP 3, separatist/vehicle/transport | When Played: If you control a damaged unit, create a Battle Droid token. Trade Route Taxation [trade-route-taxation] | event | set SEC #126, command, cost 2, law | Choose an opponent. If you control more units than that opponent, they can't play events for this phase. Plot (When you deploy a leader, you may play this card from your resources, paying its cost. Replace it with the top card of your deck.) Traitorous [traitorous] | upgrade | set SOR #122, command, cost 5, innate | When this upgrade becomes attached to a non‑leader unit that costs 3 or less: Take control of that unit. When this upgrade becomes unattached from a unit: That unit's owner takes control of it. Trandoshan Hunters [trandoshan-hunters] | unit | set SHD #140, villainy/aggression, cost 5, power 6, HP 4, underworld/bounty hunter | Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) When Played: If an enemy unit has a Bounty, give an Experience token to this unit. Tranquility, Inspiring Flagship [tranquility#inspiring-flagship] | unit | set TWI #246, heroism, cost 7, power 7, HP 6, republic/vehicle/capital ship | When Played: You may return a Republic unit from your discard pile to your hand. On Attack: Each of the next 3 Republic cards you play this phase costs 1 resource less. Transmission Jamming [transmission-jamming] | event | set LAW #243, cunning, cost 1, tactic | Name a card. Cards with that name can't be played this phase. Trask Walker [trask-walker] | unit | set ASH #133, command, cost 8, power 5, HP 9, vehicle/walker | When Played/On Attack: Choose a unit in your discard pile that costs 7 or less. Either put that card on the bottom of your deck and heal 3 damage from your base or return it to your hand. Trayus Acolyte [trayus-acolyte] | unit | set SEC #28, vigilance/villainy, cost 2, power 2, HP 4, force/sith Treacherous Minefield [treacherous-minefield] | event | set ASH #186, aggression, cost 2, plan | Choose an arena. For this phase, each unit in that arena gains: “On Attack: Deal 2 damage to this unit.” Trench Defender [trench-defender] | unit | set IBH #8, command/heroism, cost 3, power 3, HP 4, rebel/trooper Trench Run [trench-run] | event | set JTL #156, aggression/heroism, cost 1, gambit | Attack with a Fighter unit. For this attack, it gets +4/+0 and gains: “On Attack: Discard 2 cards from the defending player's deck. Deal unpreventable damage equal to the difference in the discarded cards' costs to this unit.” Trexler Armored Marauder [trexler-armored-marauder] | unit | set ASH #82, vigilance, cost 6, power 5, HP 6, imperial/vehicle/tank | Grit (This unit gets +1/+0 for each damage on it.) When Played: You may give a Shield token to a unit that costs 3 or less. Tri-Droid Suppressor [tridroid-suppressor] | unit | set TWI #217, cunning, cost 7, power 4, HP 7, separatist/droid/vehicle/walker | Exploit 2 (While playing this card, defeat up to 2 units you control. This card costs 2 resources less for each unit defeated this way.) When Played: Exhaust an enemy ground unit. Tribunal, Grave of the 332nd [tribunal#grave-of-the-332nd] | unit | set TS26 #36, cunning/vigilance, cost 10, power 6, HP 8, republic/vehicle/capital ship | This unit costs 2 resources less to play for each other card you played this phase. When Played: Give each other unit –2/–2 for this phase. Trident Assault Ship [trident-assault-ship] | unit | set LOF #120, command, cost 6, power 6, HP 6, separatist/vehicle/transport | Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) Triple Dark Raid [triple-dark-raid] | event | set SHD #194, cunning/villainy, cost 3, tactic | Search the top 7 cards of your deck for a Vehicle and play it. (Put the other cards on the bottom of your deck in a random order.) It costs 5 resources less and enters play ready. Return it to its owner's hand at the end of the phase. Trust Your Instincts [trust-your-instincts] | event | set LOF #221, cunning, cost 1, force | Use the Force. If you do, attack with a unit. It gets +2/+0 for this attack and deals its combat damage before the defender. (If the defender is defeated, it deals no combat damage.) Tuk'ata [tukata] | unit | set LOF #161, aggression, cost 3, power 4, HP 2, creature | Hidden (This unit can't be attacked if it was played this phase.) Turbolaser Salvo [turbolaser-salvo] | event | set JTL #131, command, cost 7, tactic | Choose an arena. A friendly space unit deals damage equal to its power to each enemy unit in that arena. Turning the Tide [turning-the-tide] | event | set ASH #138, command, cost 3, tactic | Choose a unit. Deal 1 damage to it for each friendly unit. Tusken Tracker [tusken-tracker] | unit | set LOF #209, cunning, cost 3, power 2, HP 4, tusken | Raid 2 (This unit gets +2/+0 while attacking.) When Played: Each enemy unit loses Hidden for this phase. Twice the Pride [twice-the-pride] | upgrade | set TWI #155, aggression/aggression, cost 2, innate | When Played: Deal 2 damage to attached unit. Twilight, Escaping Malevolence [twilight#escaping-malevolence] | unit | set TS26 #41, vigilance/heroism, cost 3, power 3, HP 4, republic/vehicle/transport | When Played: If there are 5 or more cards in your discard pile, heal 3 damage from your base. Twin Laser Turret [twin-laser-turret] | upgrade | set JTL #172, aggression, cost 2, modification/weapon | Attach to a Vehicle unit. Attached unit gains: “On Attack: Deal 1 damage to each of up to 2 units in this arena.” Twin Pod Cloud Car [twin-pod-cloud-car] | unit | set SHD #259, cost 3, power 2, HP 2, fringe/vehicle/fighter | Restore 2 (When this unit attacks, heal 2 damage from your base.) Two-Faced Troig [twofaced-troig] | unit | set LAW #92, cunning/vigilance, cost 3, power 2, HP 4, underworld | Sentinel When Played: You may have an opponent take control of this unit. If you do, create 2 Credit tokens. U-Wing Lander [uwing-lander] | unit | set JTL #70, vigilance, cost 5, power 2, HP 2, rebel/vehicle/transport | When Played: Give 3 Experience tokens to this unit. When this unit completes an attack (and survives): You may attach an upgrade on this unit to another eligible friendly Vehicle unit. U-Wing Reinforcement [uwing-reinforcement] | event | set SOR #104, heroism/command, cost 7, supply | Search the top 10 cards of your deck for up to 3 units with combined cost 7 or less and play each of them for free. (Put the other cards on the bottom of your deck in a random order.) Umbaran Mobile Cannon [umbaran-mobile-cannon] | unit | set SEC #67, vigilance, cost 6, power 7, HP 3, fringe/vehicle/walker | The first time this unit would take damage each phase, prevent that damage. Unauthorized Investigation [unauthorized-investigation] | event | set SEC #181, aggression, cost 3, plan | Create a Spy token. You may disclose Aggression (reveal a card from your hand with this aspect icon). If you do, create another Spy token. Undercity Hunting Team [undercity-hunting-team] | unit | set LAW #138, command/villainy, cost 5, power 5, HP 5, underworld/bounty hunter | When Played: Search the top 5 cards of your deck for a Bounty Hunter unit, reveal it, and draw it. (Put the other cards on the bottom of your deck in a random order.) Undercover Operation [undercover-operation] | event | set SEC #236, cunning, cost 3, tactic | Ready a unit that was played this phase. If it costs 3 or less, create a Spy token. Underestimated [underestimated] | upgrade | set TS26 #79, cunning, cost 1, innate | Attach to a unit that costs 4 or less. Underworld Thug [underworld-thug] | unit | set SOR #247, cost 2, power 2, HP 3, underworld Unexpected Escape [unexpected-escape] | event | set SHD #76, vigilance, cost 1, trick | Exhaust a unit. You may rescue a captured card guarded by that unit. Unfettered Ambition [unfettered-ambition] | upgrade | set ASH #182, aggression, cost 2, innate | When Played: For each upgrade on attached unit not named Advantage (including this one), give an Advantage token to attached unit. Unity of Purpose [unity-of-purpose] | event | set JTL #106, command/command, cost 6, plan | For each friendly unit with a different name, give each unit you control +1/+1 for this phase. Unleash Rage [unleash-rage] | event | set LOF #173, aggression, cost 1, force | Use the Force (lose your Force token). If you do, give a friendly unit +3/+0 for this phase. Unlicensed Headhunter [unlicensed-headhunter] | unit | set SHD #165, aggression, cost 2, power 3, HP 2, underworld/vehicle/fighter | Saboteur While this unit is exhausted, it gains: “Bounty — Heal 5 damage from your base.” (When this unit is defeated or captured, your opponent collects its bounty.) Unlimited Power [unlimited-power] | event | set TWI #156, aggression/aggression, cost 6, force | Deal 4 damage to a unit, 3 damage to a second unit, 2 damage to a third unit, and 1 damage to a fourth unit. (All damage is dealt simultaneously.) Unmarked Credits [unmarked-credits] | event | set LAW #244, cunning, cost 1, supply | Create a Credit token. Unmasking the Conspiracy [unmasking-the-conspiracy] | event | set TWI #223, cunning, cost 1, gambit | Discard a card from your hand. If you do, look at an opponent's hand and discard a card from it. Unnatural Life [unnatural-life] | event | set TWI #189, cunning/villainy, cost 3, force | Play a unit that was defeated this phase from your discard pile. It costs 2 resources less and enters play ready. At the start of the regroup phase, defeat it. Unrefusable Offer [unrefusable-offer] | upgrade | set SHD #226, cunning, cost 2, bounty/condition | Attach to a non-leader unit. Attached unit gains: “Bounty — Play this unit for free (under your control). It enters play ready. At the start of the regroup phase, defeat it.” Unruly Astromech [unruly-astromech] | unit | set SEC #221, cunning, cost 3, power 3, HP 2, droid | Hidden (This unit can't be attacked if it was played this phase.) When Defeated: Exhaust an enemy unit. Unsanctioned Patrol [unsanctioned-patrol] | unit | set ASH #222, cunning, cost 4, power 4, HP 4, resistance/vehicle/fighter | Support (When you play this unit, you may attack with another unit. It gains this unit's other abilities for this attack.) Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) Unshakeable Will [unshakeable-will] | upgrade | set TWI #71, vigilance, cost 4, innate | Attached unit gains Sentinel. (Units in this arena can't attack your non-Sentinel units or your base.) Unveiled Might [unveiled-might] | upgrade | set SEC #123, command, cost 4, innate | Plot (When you deploy a leader, you may play this card from your resources, paying its cost. Replace it with the top card of your deck.) Urgent Mission [urgent-mission] | event | set TS26 #64, aggression/heroism, cost 2, plan | Deal 2 damage to your base. Draw 2 cards. Urrr'k, Elite Sharpshooter [urrrk#elite-sharpshooter] | unit | set LAW #82, aggression/cunning, cost 4, power 2, HP 4, rebel/tusken/bounty hunter | Hidden (This unit can't be attacked if she was played this phase.) Raid 4 (This unit gets +4/+0 while attacking.) Uscru Entertainment District [uscru-entertainment-district] | base | set SEC #20, vigilance, HP 30 Vader's Lightsaber [vaders-lightsaber] | upgrade | set SOR #136, aggression/villainy, cost 2, item/weapon/lightsaber | Attach to a non-Vehicle unit. When Played: If attached unit is Darth Vader, you may deal 4 damage to a ground unit. Val, It's Been a Ride, Babe [val#its-been-a-ride-babe] | unit | set LAW #91, cunning/vigilance, cost 2, power 2, HP 4, underworld | When Played: Give a Shield token to another friendly unit. When Defeated: Give a Shield token to an enemy unit. Val, Loyal to the End [val#loyal-to-the-end] | unit | set SHD #58, vigilance, cost 2, power 2, HP 4, underworld | Bounty — Deal 3 damage to a unit. When Defeated: Give 2 Experience tokens to a friendly unit. (The active player chooses the order of Val's abilities.) Valiant Assault Ship [valiant-assault-ship] | unit | set SHD #151, heroism/aggression, cost 4, power 3, HP 4, fringe/vehicle/transport | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) On Attack: If the defending player controls more resources than you, this unit gets +2/+0 for this attack. Valiant Commando [valiant-commando] | unit | set SEC #150, aggression/heroism, cost 3, power 3, HP 3, rebel/trooper | When this unit deals combat damage to a base: You may defeat this unit. If you do, deal 3 damage to that base. Vambrace Flamethrower [vambrace-flamethrower] | upgrade | set SHD #177, aggression, cost 3, item/armor/weapon | Attach to a non-Vehicle unit. Attached unit gains: “On Attack: You may deal 3 damage divided as you choose among enemy ground units.” Vambrace Grappleshot [vambrace-grappleshot] | upgrade | set SHD #74, vigilance, cost 2, item/armor/weapon | Attach to a non-Vehicle unit. Attached unit gains: “On Attack: Exhaust the defender.” Vandor Range Troopers [vandor-range-troopers] | unit | set LAW #98, vigilance/villainy, cost 4, power 4, HP 6, imperial/trooper Vane, Quarrelsome Pirate [vane#quarrelsome-pirate] | leader | set ASH #12, aggression/villainy, cost 5, power 3, HP 6, underworld | Leader: Action [Exhaust, defeat a friendly upgrade]: Deal 2 damage to a base. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: On Attack: You may defeat a friendly upgrade. If you do, deal 2 damage to the defending unit or a base. Vane's Snub Fighter, Brash and Proud [vanes-snub-fighter#brash-and-proud] | unit | set ASH #144, aggression/villainy, cost 3, power 2, HP 4, underworld/vehicle/fighter | When a friendly unit's attack ends: If it dealt combat damage to a base, give an Advantage token to this unit. Vaneé, I Live to Serve [vanee#i-live-to-serve] | unit | set LOF #82, command/villainy, cost 2, power 2, HP 4, imperial/sith/official | When Played/On Attack: You may defeat an Experience token on a friendly unit. If you do, give an Experience token to a friendly unit. Vanguard Ace [vanguard-ace] | unit | set SOR #191, cunning/heroism, cost 2, power 1, HP 1, new republic/vehicle/fighter | When Played: For each other card you played this phase, give an Experience token to this unit. Vanguard Droid Bomber [vanguard-droid-bomber] | unit | set TWI #160, aggression, cost 2, power 2, HP 2, separatist/droid/vehicle/fighter | When Played: If you control another Separatist unit, deal 2 damage to an enemy base. Vanguard Infantry [vanguard-infantry] | unit | set SOR #108, command, cost 1, power 1, HP 2, trooper | When Defeated: You may give an Experience token to a unit. Vanquish [vanquish] | event | set SOR #78, vigilance, cost 5, tactic | Defeat a non-leader unit. Vanquish the Legion [vanquish-the-legion] | event | set TS26 #48, vigilance, cost 4, tactic | Give each enemy ground unit –2/–2 for this phase. Veiled Strength [veiled-strength] | upgrade | set LAW #128, vigilance, cost 3, innate | Attach to a non-leader unit. Attached unit gains Grit. Vel Sartha, Aldhani Insurgent [vel-sartha#aldhani-insurgent] | leader | set LAW #6, vigilance/heroism, cost 6, power 4, HP 7, rebel | Leader: Action [Exhaust]: Give an Experience token to a unit. An opponent creates a Credit token. Epic Action: If you control 6 or more resources, deploy this leader. Deployed: On Attack: You may give an Experience token to a unit. If you do, an opponent creates a Credit token. Vel Sartha, One Path, One Choice [vel-sartha#one-path-one-choice] | unit | set SEC #224, cunning, cost 5, power 4, HP 6, rebel | Raid 2 (This unit gets +2/+0 while attacking.) Each exhausted enemy unit gets –2/–0 while defending. Vergence Temple [vergence-temple] | base | set LOF #19, vigilance, HP 25 | When the regroup phase starts: If you control a unit with 4 or more remaining HP, the Force is with you (create your Force token). Vermillion, Qi'ra's Auction House [vermillion#qiras-auction-house] | unit | set LAW #215, cunning/villainy, cost 6, power 5, HP 7, underworld/vehicle/capital ship | When Attack Ends: If this unit survived, reveal the top card of a deck, then choose a player. They may play the revealed card for free. If they do, a different player creates Credit tokens equal to that card's cost. Vernestra Rwoh, Precocious Knight [vernestra-rwoh#precocious-knight] | unit | set LOF #195, cunning/heroism, cost 3, power 3, HP 4, force/jedi | When Played: You may use the Force (lose your Force token). If you do, ready this unit. Veteran Fleet Officer [veteran-fleet-officer] | unit | set JTL #99, command/heroism, cost 3, power 2, HP 1, resistance | When Played: Create an X-Wing token. Vice Admiral Rampart, On Schedule [vice-admiral-rampart#on-schedule] | unit | set SEC #85, command/villainy, cost 4, power 3, HP 6, imperial/official | On Attack: You may disclose CommandCommandVillainy (reveal cards from your hand with these aspect icons among them). If you do, give an Experience token to each of up to 2 other units. Victor Leader, Leading from the Front [victor-leader#leading-from-the-front] | unit | set JTL #85, command/villainy, cost 3, power 2, HP 4, imperial/vehicle/fighter | Each other friendly space unit gets +1/+1. Vigil, Securing the Future [vigil#securing-the-future] | unit | set SEC #50, vigilance/heroism, cost 7, power 5, HP 9, resistance/vehicle/capital ship | If damage would be dealt to another friendly unit, prevent 1 of that damage. If damage would be dealt to this unit by another card, deal that much damage plus 1 instead. Plot Vigilance [vigilance] | event | set SOR #58, vigilance/vigilance, cost 4, innate | Choose two, in any order: Discard 6 cards from an opponent's deck. Heal 5 damage from a base. Defeat a unit with 3 or less remaining HP. Give a Shield token to a unit. Vigilant Honor Guards [vigilant-honor-guards] | unit | set SOR #48, heroism/vigilance, cost 5, power 4, HP 6, rebel | While this unit is undamaged, it gains Sentinel. (Units in this arena can't attack your non-Sentinel units or your base.) Vigilant Pursuit Craft [vigilant-pursuit-craft] | unit | set SHD #65, vigilance, cost 5, power 3, HP 5, vehicle/transport | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) Smuggle [7 resources, vigilance] (If this card is a resource, you may play it for its smuggle cost. Replace it with the top card of your deck.) Vigilant Scouts [vigilant-scouts] | unit | set LAW #120, vigilance, cost 4, power 3, HP 5, underworld/bounty hunter | Restore 2 (When this unit attacks, heal 2 damage from your base.) Village Protectors [village-protectors] | unit | set SHD #43, heroism/vigilance, cost 3, power 2, HP 2, fringe | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) Shielded (When you play this unit, give a Shield token to it.) Village Tender [village-tender] | unit | set LOF #107, command, cost 1, power 1, HP 3, ewok | Hidden (This unit can't be attacked if it was played this phase.) Restore 1 (When this unit attacks, heal 1 damage from your base.) Viper Probe Droid [viper-probe-droid] | unit | set SOR #228, villainy, cost 2, power 3, HP 2, imperial/droid | When Played: Look at an opponent's hand. Volunteer Soldier [volunteer-soldier] | unit | set SOR #248, cost 3, power 2, HP 3, trooper | Raid 1 (This unit gets +1/+0 while attacking.) If you control a TROOPER unit, this unit costs [1 resource] less to play. Vonreg's TIE Interceptor, Ace of the First Order [vonregs-tie-interceptor#ace-of-the-first-order] | unit | set JTL #137, aggression/villainy, cost 3, power 3, HP 4, first order/vehicle/fighter | While this unit has 4 or more power, it gains Overwhelm. (When attacking an enemy unit, deal excess damage to the opponent's base.) While this unit has 6 or more power, it gains Raid 1. (It gets +1/+0 while attacking.) Vulptex [vulptex] | unit | set LOF #245, heroism, cost 2, power 3, HP 2, creature | Hidden (This unit can't be attacked if it was played this phase.) Vult Skerris's Defender, Secret Project [vult-skerriss-defender#secret-project] | unit | set LAW #76, aggression/cunning/villainy, cost 3, power 3, HP 3, imperial/vehicle/fighter | When Played: If you discarded a card from your hand or deck this phase, give a Shield token to this unit. On Attack: You may deal 1 damage to a space unit and exhaust it. Vulture Interceptor Wing [vulture-interceptor-wing] | unit | set TWI #63, vigilance, cost 4, power 3, HP 3, separatist/droid/vehicle/fighter | On Attack: Give an enemy unit –1/–1 for this phase. Vuutun Palaa, Droid Control Ship [vuutun-palaa#droid-control-ship] | unit | set SEC #122, command, cost 9, power 7, HP 7, separatist/vehicle/capital ship | This unit costs 1 resource less to play for each friendly Droid unit. Each friendly Droid unit may be exhausted to pay costs as if it were a resource. Wampa [wampa] | unit | set SOR #164, aggression, cost 4, power 4, HP 5, creature | Overwhelm (When attacking an enemy unit, deal excess damage to the opponent's base.) Wanted [wanted] | upgrade | set SHD #221, cunning, cost 0, bounty/condition | Attached unit gains: “Bounty — Ready 2 friendly resources.” (When this unit is defeated or captured, its opponent collects its bounty.) Wanted Insurgents [wanted-insurgents] | unit | set SHD #167, aggression, cost 3, power 4, HP 4, rebel | Bounty — Deal 2 damage to a unit. (When this unit is defeated or captured, your opponent collects its bounty.) War Juggernaut [war-juggernaut] | unit | set JTL #170, aggression, cost 6, power 3, HP 7, republic/vehicle/tank | This unit gets +1/+0 for each damaged unit. When Played: Deal 1 damage to each of any number of units. Warbird Stowaway [warbird-stowaway] | unit | set SHD #86, command/villainy, cost 3, power 2, HP 3, underworld | While you have the initiative, this unit gets +2/+0. Smuggle [4 resources Command Villainy] (If this card is a resource, you may play it for its smuggle cost. Replace it with the top card of your deck.) Warrior Drone [warrior-drone] | unit | set TWI #57, vigilance, cost 1, power 1, HP 4, separatist Warrior of Clan Kryze [warrior-of-clan-kryze] | unit | set ASH #120, command, cost 2, power 2, HP 3, mandalorian/trooper | While you control another exhausted unit, this unit gains Sentinel. (Enemy units in this arena must attack a Sentinel when they attack you.) Warrior of Clan Ordo [warrior-of-clan-ordo] | unit | set SEC #164, aggression, cost 2, power 3, HP 3, mandalorian | On Attack: You may disclose Aggression (reveal a card from your hand with this aspect icon). If you don't, deal 2 damage to your base. Warrior's Legacy [warriors-legacy] | upgrade | set ASH #134, command, cost 3, learned | Attached unit gains: “When Defeated: Create a Mandalorian token.” Wartime Mercenaries [wartime-mercenaries] | unit | set TS26 #54, command, cost 4, power 5, HP 5, trooper | When Defeated: An opponent may give an Experience token to a unit. Wartime Pirate [wartime-pirate] | unit | set TS26 #66, aggression, cost 3, power 4, HP 4, underworld/vehicle/capital ship | On Attack: An opponent deals 1 damage to a unit. Wartime Profiteer [wartime-profiteer] | unit | set TS26 #76, cunning, cost 2, power 3, HP 3, underworld | When Defeated: Each opponent may ready a resource. Wartime Profiteering [wartime-profiteering] | event | set TWI #188, cunning/villainy, cost 1, supply | Look at cards from the top of your deck equal to the number of units that were defeated this phase. Draw 1 and put the others on the bottom of your deck in a random order. Wartime Refugee [wartime-refugee] | unit | set TS26 #43, vigilance, cost 1, power 2, HP 3, twi'lek | On Attack: An opponent heals 1 damage from their base. Wartime Trade Official [wartime-trade-official] | unit | set TWI #32, vigilance/villainy, cost 2, power 1, HP 3, separatist/official | When Defeated: Create a Battle Droid token. Warzone Lieutenant [warzone-lieutenant] | unit | set SHD #110, command, cost 1, power 2, HP 2, trooper Wat Tambor, Techno Union Foreman [wat-tambor#techno-union-foreman] | leader | set TWI #6, command/villainy, cost 5, power 3, HP 6, separatist/official | Leader: Action [Exhaust]: If a friendly unit was defeated this phase, give a unit +2/+2 for this phase. Epic Action: If you control 5 or more resources, deploy this leader. Deployed: On Attack: If a friendly unit was defeated this phase, you may give another unit +2/+2 for this phase. Watch This [watch-this] | event | set IBH #52, cunning, cost 6, gambit | Return a non-leader unit that costs 6 or less to its owner's hand. Exhaust each other enemy unit in the same arena. Watchful [watchful] | upgrade | set LAW #125, vigilance, cost 1, learned | Attached unit gains: “On Attack: Look at the top card of a deck. You may put it on the bottom of that deck. (Otherwise, leave it on top.)” Watto, No Money, No Parts, No Deal [watto#no-money-no-parts-no-deal] | unit | set LOF #65, vigilance, cost 3, power 1, HP 6, fringe | On Attack: An opponent chooses one: You give an Experience token to a friendly unit. You draw a card. Waylay [waylay] | event | set SOR #222, cunning, cost 3, trick | Return a non-leader unit to its owner's hand. We're In Trouble [were-in-trouble] | event | set IBH #61, aggression, cost 3, tactic | Deal 3 damage to a unit. Weazel, Fighting Back [weazel#fighting-back] | unit | set LAW #182, aggression/heroism, cost 2, power 2, HP 3, underworld | On Attack: Another friendly unit gains Raid 2 for this phase. (It gets +2/+0 while attacking.) Wedge Antilles, Leader of Red Squadron [wedge-antilles#leader-of-red-squadron] | leader | set JTL #8, command/heroism, cost 5, power 3, HP 6, rebel/pilot | Leader: Action [Exhaust]: Play a card from your hand using Piloting. It costs 1 resource less. Epic Action: If you control 5 or more resources, choose one: Deploy this leader. Deploy this leader as an upgrade on a friendly Vehicle unit without a Pilot on it. Deployed: Attached unit is a leader unit. It gains: “On Attack: The next Pilot card you play this phase costs 1 resource less. (This includes Piloting costs.)” Wedge Antilles, Star of the Rebellion [wedge-antilles#star-of-the-rebellion] | unit | set SOR #100, command/heroism, cost 5, power 5, HP 5, rebel | Each friendly VEHICLE unit gets +1/+1 and gains Ambush. (After you play that unit, it may ready and attack an enemy unit.) Weequay Pirate [weequay-pirate] | unit | set LAW #231, cunning, cost 2, power 2, HP 3, underworld | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) When Played: If no resources were paid to play this unit, give an Experience token to it. Weequay Pirate Gang [weequay-pirate-gang] | unit | set SHD #119, command, cost 4, power 3, HP 3, underworld | Ambush (When you play this unit, it may ready and attack an enemy unit.) Smuggle [5 resources Command] (If this card is a resource, you may play it for its smuggle cost. Replace it with the top card of your deck.) When Has Become Now [when-has-become-now] | event | set SEC #245, villainy, cost 1, trick | Play a card with Plot from your resources (paying its cost). Put the top card of your deck into play as a resource. Whirlwind of Power [whirlwind-of-power] | event | set LOF #78, vigilance, cost 3, force | Give a unit –2/–2 for this phase. If you control a Force unit, give it –3/–3 instead. Whistling Birds [whistling-birds] | upgrade | set ASH #183, aggression, cost 3, item/weapon | Attach to a non-Vehicle unit. Attached unit gains: “When Attack Ends: If this unit dealt combat damage to an opponent's base, deal 2 damage to each unit that opponent controls in this unit's arena.” Wicket, Yub Nub! [wicket#yub-nub] | unit | set ASH #34, command/aggression/heroism, cost 1, power 3, HP 3, ewok | Saboteur This unit can't attack bases. Wild Rancor [wild-rancor] | unit | set SHD #158, aggression/aggression, cost 6, power 6, HP 8, creature | Overwhelm When Played: Deal 2 damage to each other ground unit. Wilderness Fighter [wilderness-fighter] | unit | set SOR #64, vigilance, cost 3, power 2, HP 4, trooper | Shielded (When you play this unit, give a Shield token to it.) Willrow Hood, On the Run [willrow-hood#on-the-run] | unit | set SEC #61, vigilance, cost 3, power 2, HP 5, fringe | While this unit has exactly 1 friendly upgrade on it, that upgrade can't be defeated or returned to hand by enemy card abilities. Windfall [windfall] | event | set LAW #248, cunning, cost 5, supply | Create 3 Credit tokens. Wing Guard Security Team [wing-guard-security-team] | unit | set JTL #72, vigilance, cost 6, power 4, HP 4, fringe/trooper | Sentinel (Units in this arena can't attack your non-Sentinel units or your base.) When Played: Give a Shield token to each of up to 2 Fringe units. Wing Leader [wing-leader] | unit | set SOR #241, heroism, cost 3, power 2, HP 1, rebel/vehicle/fighter | When Played: Give 2 Experience tokens to another friendly REBEL unit. Wingman Victor Three, Backstabber [wingman-victor-three#backstabber] | unit | set JTL #86, command/villainy, cost 3, power 4, HP 3, imperial/pilot Wingman Victor Two, Mauler Mithel [wingman-victor-two#mauler-mithel] | unit | set JTL #84, command/villainy, cost 2, power 3, HP 2, imperial/pilot Wipe Them Out [wipe-them-out] | event | set ASH #137, command, cost 2, tactic | Attack with a unit. For this attack, you may deal its excess damage to another unit in the same arena. Witch of the Mist [witch-of-the-mist] | unit | set LOF #154, aggression, cost 1, power 1, HP 3, force/night | Hidden (This unit can't be attacked if it was played this phase.) With Thunderous Applause [with-thunderous-applause] | event | set SEC #129, command, cost 3, plan | Give a unit +2/+2 for this phase. You may disclose Command (reveal a card from your hand with this aspect icon). If you do, give another unit +2/+2 for this phase. Wolf Pack Escort [wolf-pack-escort] | unit | set TWI #191, cunning/heroism, cost 1, power 2, HP 1, republic/vehicle/fighter | When Played: You may return a friendly non-leader, non-Vehicle unit to its owner's hand. Wolffe, Suspicious Veteran [wolffe#suspicious-veteran] | unit | set SOR #160, aggression, cost 2, power 3, HP 2, fringe/clone | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) When Played/On Attack: Bases can't be healed for this phase. Womp Rat [womp-rat] | unit | set ASH #213, cunning, cost 1, power 2, HP 1, creature | Hidden (This unit can't be attacked if it was played this phase.) Wookiee Chieftain [wookiee-chieftain] | unit | set ASH #175, aggression, cost 5, power 4, HP 6, wookiee | Grit (This unit gets +1/+0 for each damage on it.) Wookiee Guerilla [wookiee-guerilla] | unit | set LAW #220, cunning/heroism, cost 3, power 2, HP 4, wookiee/trooper | Hidden (This unit can't be attacked if it was played this phase.) Raid 2 (This unit gets +2/+0 while attacking.) Wookiee Warrior [wookiee-warrior] | unit | set SHD #249, heroism, cost 4, power 2, HP 5, wookiee | Grit (This unit gets +1/+0 for each damage on it.) When Played: If you control another Wookiee unit, draw a card. Wrecker, Boom! [wrecker#boom] | unit | set SHD #154, heroism/aggression, cost 6, power 7, HP 6, fringe/clone | Overwhelm When Played: You may defeat a friendly resource. If you do, deal 5 damage to a ground unit. Wroshyr Tree Tender [wroshyr-tree-tender] | unit | set SHD #61, vigilance, cost 3, power 2, HP 4, wookiee | Grit (This unit gets +1/+0 for each damage on it.) X-34 Landspeeder [x34-landspeeder] | unit | set JTL #214, cunning, cost 2, power 2, HP 3, fringe/vehicle/speeder | Ambush (When you play this unit, it may attack an enemy unit.) X-Wing [xwing] | token | set JTL, heroism, cost 0, power 2, HP 2, vehicle/fighter Xanadu Blood, Cad Bane's Reward [xanadu-blood#cad-banes-reward] | unit | set SHD #191, cunning/villainy, cost 6, power 4, HP 6, underworld/vehicle/fighter | Raid 2 When Played/On Attack: You may return another friendly non-leader Underworld unit to its owner's hand. If you do, exhaust an enemy unit or resource. Yaddle, A Chance To Make Things Right [yaddle#a-chance-to-make-things-right] | unit | set LOF #45, vigilance/heroism, cost 2, power 2, HP 4, force/jedi/republic | Restore 1 On Attack: Each other friendly Jedi unit gains Restore 1 for this phase. Yellow Aces Bomber [yellow-aces-bomber] | unit | set ASH #253, heroism, cost 3, power 2, HP 4, new republic/vehicle/fighter | Support (When you play this unit, you may attack with another unit. It gains this unit's other abilities for this attack.) On Attack: If this unit is upgraded, deal 2 damage to a base. Yoda, Begun, the Clone War Has [yoda#begun-the-clone-war-has] | unit | set TS26 #14, vigilance/command/heroism, cost 5, power 4, HP 4, force/jedi/republic | If you control 7 or more resources, this unit costs 2 resources less to play. When Played/When Defeated: Create a Clone Trooper token and give it Sentinel for this phase. Yoda, My Ally is the Force [yoda#my-ally-is-the-force] | unit | set LOF #101, command/heroism, cost 8, power 5, HP 9, force/jedi/republic | When Played: You may use the Force. If you do, heal 5 damage from a base. When you use the Force: You may deal damage to a unit equal to twice the number of units you control. Yoda, Old Master [yoda#old-master] | unit | set SOR #45, vigilance/heroism, cost 3, power 2, HP 4, force/jedi | Restore 2 (When this unit attacks, heal 2 damage from your base.) When Defeated: Choose any number of players. They each draw a card. Yoda, Sensing Darkness [yoda#sensing-darkness] | leader | set TWI #4, vigilance/heroism, cost 7, power 4, HP 9, force/jedi/republic | Leader: Action [Exhaust]: If a unit left play this phase, draw a card, then put a card from your hand on the top or bottom of your deck. Epic Action: If you control 7 or more resources, deploy this leader. Deployed: Restore 2 When Deployed: You may discard a card from your deck. If you do, defeat an enemy non-leader unit that costs the same as or less than the discarded card. Yoda's Lightsaber [yodas-lightsaber] | upgrade | set LOF #102, command/heroism, cost 2, item/weapon/lightsaber | Attach to a non-Vehicle unit. When Played: You may use the Force (lose your Force token). If you do, heal 3 damage from a base. You Have Failed Me [you-have-failed-me] | event | set IBH #95, aggression/villainy, cost 4, tactic | Defeat a friendly unit. If you do, ready a friendly unit with 5 or less power. You Hold This [you-hold-this] | event | set LAW #85, aggression/cunning, cost 1, trick | Choose a friendly non-leader unit. An opponent takes control of it. If they do, deal 4 damage to another unit in the same arena. You're All Clear, Kid [youre-all-clear-kid] | event | set JTL #55, vigilance/heroism, cost 2, gambit | Defeat an enemy space unit with 3 or less remaining HP. If you do and an opponent controls no space units, you may give an Experience token to a unit. You're My Only Hope [youre-my-only-hope] | event | set SOR #246, heroism, cost 3, gambit | Look at the top card of your deck. You may play it. It costs [5 resources] less. If your base has 5 or less remaining HP, you may play it for free instead. Youngling Padawan [youngling-padawan] | unit | set LOF #193, cunning/heroism, cost 2, power 2, HP 3, force/jedi | When Played: The Force is with you (create your Force token). Zam Wesell, Inconspicuous Assassin [zam-wesell#inconspicuous-assassin] | unit | set SEC #29, vigilance/villainy, cost 2, power 1, HP 5, underworld/bounty hunter | While this unit is upgraded, she gains Grit. (She gets +1/+0 for each damage on her.) Zealous Soldier [zealous-soldier] | unit | set ASH #251, heroism, cost 2, power 2, HP 3, rebel/trooper | When Played: Give an Advantage token to this unit. Zeb Orrelios, Fists Work Every Time [zeb-orrelios#fists-work-every-time] | unit | set ASH #161, aggression/heroism, cost 7, power 5, HP 7, rebel/spectre | When Played: Give 3 Advantage tokens to another unit. When a friendly upgrade is defeated: Deal 1 damage to a base. Zeb Orrelios, Headstrong Warrior [zeb-orrelios#headstrong-warrior] | unit | set SOR #146, aggression/heroism, cost 5, power 5, HP 5, rebel/spectre | When this unit completes an attack: If the defender was defeated, you may deal 4 damage to a ground unit. Zeb Orrelios, Spectre Four [zeb-orrelios#spectre-four] | unit | set LAW #45, vigilance/aggression/heroism, cost 5, power 4, HP 4, rebel/spectre | Sentinel When Played: You may deal 3 damage to a ground unit. If you control a Command or Cunning unit, you may deal 5 damage to a ground unit instead. Zenuas Shadow Fighter [zenuas-shadow-fighter] | unit | set SEC #217, cunning, cost 2, power 2, HP 2, separatist/vehicle/fighter | Hidden (This unit can't be attacked if it was played this phase.) Ziro the Hutt, Colorful Schemer [ziro-the-hutt#colorful-schemer] | unit | set TWI #185, cunning/villainy, cost 5, power 2, HP 8, underworld/hutt | When Played: For each opponent, you may exhaust a unit that player controls. On Attack: For each opponent, you may exhaust a resource that player controls. Ziton Moj, Black Sun Bully [ziton-moj#black-sun-bully] | unit | set SEC #168, aggression, cost 4, power 4, HP 5, underworld | When you take the initiative: Deal 2 damage to a base. Ziton Moj, Sowing Chaos [ziton-moj#sowing-chaos] | unit | set TS26 #29, aggression/cunning/villainy, cost 4, power 4, HP 4, underworld | Ambush (When you play this unit, he may attack an enemy unit.) On Attack: For each player, deal 1 damage to a unit that player controls. Zorii Bliss, Valiant Smuggler [zorii-bliss#valiant-smuggler] | unit | set SHD #203, cunning/heroism, cost 5, power 4, HP 7, underworld | On Attack: Draw a card. At the start of the regroup phase, discard a card from your hand. Smuggle [6 resources Cunning Heroism] Zuckuss, Bounty Hunter for Hire [zuckuss#bounty-hunter-for-hire] | unit | set SHD #190, cunning/villainy, cost 5, power 6, HP 6, underworld/bounty hunter | Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shields.) Each friendly unit named 4-LOM gets +1/+1 and gains Saboteur. Zuckuss, Dangerous [zuckuss#dangerous] | unit | set LAW #64, command/cunning/villainy, cost 4, power 3, HP 5, underworld/bounty hunter | Saboteur On Attack: If you control another Bounty Hunter unit, you may deal damage equal to this unit's power to a ground unit. Zuckuss, The Findsman [zuckuss#the-findsman] | unit | set LOF #204, cunning/cunning, cost 5, power 4, HP 7, force/bounty hunter | On Attack: Name a card, then discard the top card of the defending player's deck. If a card with that name is discarded, this unit gets +4/+0 for this attack. Zygerrian Starhopper [zygerrian-starhopper] | unit | set JTL #183, cunning/villainy, cost 2, power 2, HP 3, underworld/vehicle/fighter | When Defeated: Deal 2 indirect damage to a player. (They assign 2 unpreventable damage among their base and units.)