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Card of the Week

Kashyyyk System Kashyyyk SystemCard of the Week - Thursday, August 4, 2005
Revenge of the Sith, Uncommon – Seen in the article "The Jedi's Last Stand," this card has quite a bit of power. Endowing all of your Space units without the Retaliate ability to gain that ability can change the course of a game. It will undoubtedly make your opponent think twice before attacking. Swarm decks were powerful in the past, but now this gives the Light Side swarm more teeth in its bite. It's cheap, effective, and predicted to popular at tournaments.

Thwart ThwartCard of the Week - Wednesday, July 27, 2005
Revenge of the Sith, Uncommon – You could bet the moisture farm that you're going to see this card in every tournament. Thwart is one of those cards that players have been wanting since the very beginning. The ability to Pay 3 Force Arrow Disrupt an activated ability, with the disrupted ability unable to be activated again this turn, is simply insane. By playing Thwart, you can transform powerhouses such as Luke's X-wing, the Millennium Falcon, Mace Windu (A), Darth Vader, and the AT-AT-Assault Group into weaklings.

Foil FoilCard of the Week - Wednesday, July 20, 2005
Revenge of the Sith, Rare – Some people have dreaded the release of a card with such power, while others have been begging for it. The ability to simply Pay 3 Force Arrow Disrupt a mission can single-handedly win the game -- or lose it. Although this card isn't as viable since the restrictions, it still finds its place in various decks. Decks with no Mission cards are few and far between, which makes Foil a very flexible card. So, if your deck focuses on Mission cards, don't be surprised when your plans get foiled by Foil.

Yoda (K) Yoda (K)Card of the Week - Wednesday, July 13, 2005
Revenge of the Sith, Rare – We have seen Yoda units of all types, including powerhouses, defenders, drawers, and so on. Yoda (K) is simply another amazing Yoda. For 11 build, you have a Yoda that is quick and powerful, with solid health. On top of that, he has extremely good staying power with his great prevent abilities: Pay 2 Force Arrow Deflect 2 and Pay 1 Force Arrow Evade 1. Then, if he does somehow gain enough damage to be discarded, he goes right back into your hand, enabling you to gain 4 Force.

Darth Sidious (E) Darth Sidious (E)Card of the Week - Thursday, July 7, 2005
Revenge of the Sith, Common – The ability to place damage counters was introduced to by Yoda (C), Darth Tyrannus (D), the Rebel Armored Freerunner, and so on. The Revenge of the Sith expansion introduced damage placement in a completely novel way in Darth Sidious (E). Allowing you to place 3 damage counters on either a Character or a Ground unit with no possible way of prevention makes Darth Sidious (E) a powerhouse. The only drawback is that he places a damage counter on himself. However, there are seven other Sidious units and three Palpatines that can stack with this unit to get around that.

Vehicle Shields Package Vehicle Shields PackageCard of the Week - Tuesday, June 21, 2005
Revenge of the Sith, Uncommon – I fell in love with Vehicle Shields Package the moment I saw it. You pay 2 build to deploy it and 2 build to equip it, and it instantly has (at least) Shields 1. The ability to give your units additional shields is just amazing. If a unit already has shields and you can get one or two Vehicle Shields Packages on it, your opponent will have an extremely difficult time hitting that unit. Add in armor, deflect, or evade, and it becomes even more powerful. These can be extremely useful in the late game. If you compete in tournaments, expect to see these cards out and about.

Patrol Mode Vulture Droid Patrol Mode Vulture DroidCard of the Week - Wednesday, June 15, 2005
Revenge of the Sith, Uncommon – At first glance, this unit seems to be quite efficient for 7 build. In a Trade Federation deck, it can cost as little as 5 build. (If the Star Wars TCG ever released a 5 build card with 8 power, 8 health, shields 1, and accuracy 1, you can bet that it would be in almost every Dark Side deck.) This unit finds its place amid the various Trade Federation decks as well as other dark decks. It can take some hits and deal even more. Overall, it's a solid unit for the dark side and has exploitable potential.

Jedi Lightsaber Jedi LightsaberCard of the Week - Thursday, June 9, 2005
Revenge of the Sith, Common – The Jedi are known for their phenomenal lightsaber skills, and the equipment card Jedi Lightsaber definitely represents that mastery. For 2 build to deploy, and 1 build and 1 Force to equip, the Jedi Lightsaber gives a chosen Jedi +2 power and Pay 2 Force Arrow Deflect 1. And while the Jedi might not be known for offense, their defense is deadly. Giving Jedi additional power and Deflect makes them an even larger threat to all Dark Side characters.

Sith Lightsaber Sith LightsaberCard of the Week - Wednesday, June 1, 2005
Revenge of the Sith, Common – If you're a player who gets twisted pleasure out of slaughtering your opponent, you should consider the Sith Lightsaber. One of these lethal weapons makes your chosen Jedi or Sith a powerhouse. If you can get two or three on the same Sith or Jedi, that the unit becomes an offensive beast. For a mere 2 build to deploy, and 1 Force and 1 build to equip, the Sith Lightsaber represents the raw power of the Sith, giving +2 power and Critical Hit 2.

Bail Organa (A) Bail Organa (A)Card of the Week - Friday, March 18, 2005
Attack of the Clones, Rare – Bail Organa (A) offered the Light Side a cheap Character unit that forced the Dark Side to choose between tapping a unit of his or her choice or losing 3 Force. Bail (A) seems pretty wimpy when compared to Orn Free Taa (A). While Bail Organa (B) is no Orn Free Taa, he does have some interesting advantages when compared to the previous version, as explained in this week's Revenge of the Sith preview.

Death Star II (A)Card of the Week - Thursday, March 3, 2005
Return of the Jedi, Common – Many cards leapt out of the latest set, but none more so than this beauty. The Imperial army has certainly learned a few things since those blasted Rebel upstarts took out their first ego-boosting toy. It may lack the punch of its predecessor, but the Death Star II (A) has a massive advantage: No drawback, as explained in this week's Second Time Lucky deck.

Occupied TatooineCard of the Week - Thursday, February 17, 2005
Return of the Jedi, Rare – One way to utilize Occupied Tatooine is in a Search Mechanism deck. These kinds of decks are based around Darth Vader (I), Tyranus's Geonosian Speeder (A), Dreadnaught Heavy Cruiser, or similar cards. There is another option, though, as explained in this week's Blockaded Occupied Tatooine deck.

Yoda's Spirit (A)Card of the Week - Thursday, February 10, 2005
Return of the Jedi, Rare – We've seen Anakin's Spirit, on 12/02/04. Yoda's Spirit represents the least expensive of all the spirit cards -- but with potential that cannot be ignored. By himself, the Jedi Master represents an almost indestructible 1 Force per turn engine. It’s when he combines with another Return of the Jedi newbie, however, that he reveals his true power, a shown in the latest Spirit Madness deck.

Emperor Palpatine (E)Card of the Week - Thursday, January 27, 2005
Return of the Jedi, Rare – There were Credit counters with The Phantom Menace's Corridors of Power, and Corruption counters with The Empire Strikes Back's Dark Cave. Emperor Palpatine (E) continues the Dark Side's use of Corruption against your opponent. Seen in the Dark Side's latest Empire's Moment of Glory deck, Emp (E) "… can be very useful if you get your opponent down to just a few units and then start placing the counters."

Jedi Temple Jedi TempleCard of the Week - Thursday, January 20, 2005
The Phantom Menace, Rare – A boon to all Jedi, their temple gives them both a 1-point discount to deploy, as well as allows them to have more than 4 cards in their stack. Of course, the Jedi Temple can cause some rules confusion… from a certain point of view. After all, what happens if Jedi Temple leaves the game after you've built a Jedi with 5 or more cards? The forthcoming answer to this was recently covered in the ongoing look at the Revenge of the Sith rulebook.

Endor Imperial FleetCard of the Week - Thursday, January 6, 2005
Return of the Jedi, Rare – One of the first cards previewed for the Return of the Jedi expansion, Endor Imperial Fleet offers the Dark Side a massive addition to the Space arena. Added to that, with the Fleet's Hidden Cost 3, your opponents hardly know it's coming for them until far, far too late. Endor Imperial Fleet played such a role in Greg Zuvich's winning Dark Side deck at the recent Gen Con So Cal Lightsaber Tournament.

Jabba's Sail Barge (A)Card of the Week - Thursday, December 16, 2004
Return of the Jedi, Uncommon – Jabba's Sail Barge was designed as a fancier Jawa Sandcrawler. For one build point more, you gain a better drawing engine, requiring you to discard only one card instead of two. There's a penalty, however, in that the barge is unique -- and Neutral, so it may very well be contested.

Salacious B. Crumb (A)Card of the Week - Thursday, December 9, 2004
Return of the Jedi, Rare – A Kowakian monkey-lizard, Salacious B. Crumb's job as court jester was to make Jabba laugh at least once a day, or else be eaten (either by the rancor or Jabba himself). Somehow, he managed to survive for years at Jabba's side -- though everyone in Jabba's employ hated him (there were as many plots to kill Salacious Crumb as there were to kill Jabba).

Salacious Crumb's skill at goading fights comes across in his ability, forcing one of your opponent's units to fight one of your own -- reminiscent of Magic: the Gathering's Nettling Imp.

Anakin's Spirit (A)Card of the Week - Thursday, December 2, 2004
Return of the Jedi, Rare – This spirit showcases an Anakin Skywalker seen before the latest DVD version of this scene. Anakin's Spirit's text mentions "…if you have Luke Skywalker or Leia Organa in the Character arena…"; please note that Princess Leia does in fact count as Leia Organa.

Darth Vader (P)Card of the Week - Friday, November 19, 2004
Return of the Jedi, Rare – While Darth Vader (K) won the poll for favorite Character, Darth Vader (P) would have taken some of those votes if he'd been listed as a candidate.

For starters, Vader (P) can disrupt a Battle card unless your opponent is willing to sacrifice their precious Force. Beyond that, Vader (P) also functions as a Dark Sacrificing machine; by discarding a unit (such as Asteroids, a tactic made popular with Dark Sacrifice strategies) Vader (P) gains that much more power. Discard a Big Asteroid, and suddenly your opponent is facing down a 12 power Vader – as well as 2 Medium Asteroids for him to use next turn.

Dark Sacrifice Dark SacrificeCard of the Week - Friday, November 12, 2004
Rogues and Scoundrels, Rare – When Rouges and Scoundrels was released, this was one of the prime cards. The main use was having Admiral Firmus Piett (C) in the Character arena along with several Space units and a Big Asteroid; you would then Dark Sacrifice the Big Asteroid, giving all of your units +6 power as well as letting you bring out two Medium Asteroids, which in turn led to four Small Asteroids. Another big card of the time was Falcon's Needs. Dark Sacrifice was used as a counter to any deck abusing this card, though hasn't been as viable since Falcon's Needs joined the restricted list.—Zach Bunn

Admiral Ackbar (A)Card of the Week - Friday, November 5, 2004
Return of the Jedi, Rare – For this first week of Return of the Jedi's release, we thought we'd start with the first card in the expansion. Admiral Ackbar brings a lot of power to your Rebel fleet — specifically, +3 power to each of your Space units. This ability derived from Ackbar's skills as a cunning strategist, commanding the Rebel attack against the second Death Star from his capital ship, Home One. Certainly, this Mon Calamari has gained skills in his long service with the Rebel cause, ever since being captured by Imperial forces and presented as a gift to Grand Moff Tarkin.

Darth Vader (C) Darth Vader (C)Card of the Week - Thursday, October 28, 2004
A New Hope, Common – Yes, second week in a row for an oldie. I know most players are interested in previews from the upcoming Return of the Jedi set, but what lies in the past can be just as important (if not more so). Vader (C) used to be in several Dark Side decks, though is scarcely seen today. Yet Darth Vader (C) still works wonderfully. For 5 build, you get decent speed, good health and power, good evade, and an awesome ability.

Intercept makes this card what it is -- especially beneficial when the focus of your deck is a unit that can't take much damage, such as Nexu. Personally I enjoy using Vader (C) in my Dark Force Denial deck, because it protects Nexu and Kouhun, as well as provides another attack. When played well, Vader (C) can turn the game in your direction. I would strongly suggest considering him in your next deck. —Zach Bunn

Nexu NexuCard of the Week - Friday, October 22, 2004
Attack of the Clones, Uncommon – One word coming to many minds here is "ancient". Perhaps some players don't look back through older sets, such as Attack of the Clones and Sith Rising, as much as they could; however, in my personal opinion, that's exactly where you'll find cards that can make or break the game. Some players also declare the Light Side much stronger than the Dark Side. I personally don't believe so, and Nexu is a main reason for this.

You may use the Trade Federation decks or some of the newer Dark Side meta-decks, but I personally enjoy using the cards of old—and you'll find four copies of this diamond in my Force Denial article (coming next week). —Zach Bunn

Sando Aqua Monster Sando Aqua MonsterCard of the Week - Thursday, October 14, 2004
The Phantom Menace, Rare – The largest of the Aquatic Creatures, the Sando's ability (to set aside a unit) represents its ability to swallow its victims. Soon enough, the Sando must share its arena with the likes of the Sarlacc and the Rancor—neither of which it has a hope to swallow whole. (Though against the Sando, the much smaller Worrt has little chance of escape.)

Mos Eisley Mos EisleyCard of the Week - Thursday, October 7, 2004
Rogues and Scoundrels, Common – Mos Eisley was originally constructed around the scavenged remains of the Dowager Queen, which crashed amid a vicious sandstorm; the settlers onboard this ship had come to establish a mining colony on the desert world of Tatooine.

A "wretched hive of scum and villainy," Mos Eisley's ability, allowing you to draw the card type you need, helps fuel many deck engines—such as those based around Han's Promise or Blockade.

Otoh Gunga Otoh GungaCard of the Week - Thursday, September 30, 2004
The Phantom Menace, Rare – Otoh Gunga consists of hundreds of floating, bubble-like structures anchored to immense rock pillars beneath the surface of Lake Paonga. One of The Phantom Menace's Aquatic Locations, it not only helps to deploy your aquatic creatures more cheaply, but also to draw your Gungans.

Carbon Freezing Chamber was the first Location added to the game (according to its card number), in The Empire Strikes Back. Expect new Locations in Return of the Jedi—the first of which will be previewed 10/04.

Vilmarh Grahrk (A) Vilmarh Grahrk (A)Card of the Week - Thursday, September 23, 2004
The Phantom Menace, Uncommon – Villie—naturally—showcases the abilities of a gambler. Unless you tie the build roll, he provides that extra build point. And when given a Jedi partner, he brings Lucky 3 to the arena, designed to reflect his tendencies to cross paths with Jedi Master Quinlan Vos.

According to the Star Wars universe, Devaronians were among the first species in the galaxy to travel; Devaronian males, long driven by an urge to wander, have been common sights in spaceports for thousands of years.

Orn Free Taa (A) Orn Free Taa (A)Card of the Week - Thursday, September 16, 2004
The Phantom Menace, Rare – When previewed, Orn Free Taa (A) was predicted to be a great choice against big, expensive units. Orn could keep any unit—in any arena—tapped, unless he was stopped. A source of great annoyance for your opponent, this was designed to fit Orn's backstory as a troublesome Twi'lek Senator.

Gas Attack Gas AttackCard of the Week - Thursday, September 9, 2004
The Phantom Menace, Rare – One of the more popular art pieces within R&D. Gas Attack was designed as an anti-creature card; the release of dioxis gas deals 4 dice of damage to everyone in the Character arena, making it an effective way to deal with creature swarms. Only Droids, such as TC-14 (A), are immune—though they're likely followed out by Jedi, able to Evade the damage.

Aayla Secura (B) Aayla Secura (B)Card of the Week - Thursday, September 2, 2004
The Phantom Menace, Common – Quinlan Vos' trusted apprentice Aayla Secura has also walked the fine line between light and dark, but by the time of the Clone Wars, her loyalty to the Jedi is without question.

Aayla Secura (B) gains +2 power and Accuracy 1 when attacking a Bounty Hunter. This was designed to reflect her battles with Aurra Sing, whom Aayla helped defeat and thus brought about the return of several lightsabers kept as trophies.

Quinlan Vos (A) Quinlan Vos (A)Card of the Week - Thursday, August 26, 2004
The Phantom Menace, Rare – This Kiffar from Kiffex comes from a long line of law-enforcement officers, and as a Jedi, he served the Council as an investigator on numerous occasions.

Quinlan Vos (A) allows you to set aside 3 card from your deck, and play any Battle cards set aside this way as if in your hand. This ability was designed to reflect his psychometric talent, of learning things by touching objects (the object in this case being your deck).

Aurra Sing (C) Aurra Sing (C)Card of the Week - Thursday, August 19, 2004
The Phantom Menace, Rare – The Dark Woman's most spectacular failure was the loss of her young apprentice, Aurra Sing—not even yet a Padawan—to Sennex pirates.

In the cards, whenever Sing (C) causes a unit to be discarded, she takes a card from your deck for an incremental boost to power, health and speed; these cards were designed to reflect the Jedi lightsabers she takes from defeated opponents.

Dark Woman (A) Dark Woman (A)Card of the Week - Thursday, August 12, 2004
The Phantom Menace, Rare – According to the backstory of the Dark Woman, she was once known as An'ya Kuro "...but once she became a Jedi Knight, she gave up everything to serve the Force—including her name." Dark Woman (A) boasts a number of abilities: Deflect, Evade, Intercept, and Accuracy—designed to reflect her character's many talents.

Fight on All Fronts Fight on All FrontsCard of the Week - Thursday, August 5, 2004
The Phantom Menace, Rare – Star Wars: Episode 1 and Episode 6 both ended with climatic battles involving starfighters, ground troops and lightsaber-wielding Jedi—a struggle carried out in the very structure of SW:TCG. Fight on All Fronts looks to reward decks, Light and Dark Side alike, that try to win in all three arenas.

This compares with Duel of the Fates, another card that involves the three arenas—and that provides a definite advantage if you're ahead in the game. (During playtesting, in fact, Duel of the Fates' build cost had to be continually raised).

Yaddle (A) Yaddle (A)Card of the Week - Thursday, July 29, 2004
The Phantom Menace, Uncommon – Card-drawing abilities have usually been reserved for neutral cards; however, it was decided for The Phantom Menace to include this for both the Light and Dark Side. For the Light Side, the ability went to Yaddle (A).

Yaddle serves as another member of the Jedi Council, and thus becomes another member eligible for Gather the Council as well as Jedi Council Quorum. Yaddle's card-drawing ability balances that of Dark Side's Rune Haako (A)—although for one build point more, Yaddle only requires you to discard one card from your hand, while Rune normally requires two.

Corridors of Power Corridors of PowerCard of the Week - Thursday, July 22, 2004
The Phantom Menace, Rare – This card was originally slated for The Empire Strikes Back, then Rogues and Scoundrels. The Corridors of Power can now be walked, allowing you to bank an extra build point every turn. Much like Dark Cave's Corruption counters, Corridors of Power uses specifically named Credit counters, a feature so far reserved to these two Locations.

Delta Six Jedi Starfighter Delta Six Jedi StarfighterCard of the Week - Thursday, July 15, 2004
The Phantom Menace, Common – In his article on CG shipbuilding, artist Jonathan W. Hill reported:

"…in an upcoming expansion, my face was originally texture mapped onto the pilot of a CG Jedi Starfighter image I was creating. I even had a proposed Jedi name: Jonah-Tan and my astromech sidekick H1-LL. You have to admit it is a Star Wars-sounding name, but alas—it didn’t make it into the card description. During the approval process Lucasfilm also had the Starfighter’s windows darkened so that you couldn’t see the pilot (though I’m still in there…)."

Ann and Tann Gella (A) Ann and Tann Gella (A)Card of the Week - Thursday, July 8, 2004
The Phantom Menace, Rare – Appropriately enough, the first Card of the Week for The Phantom Menace is the first card in the set: Ann and Tann Gella (A). As Twi'lek masseuses, Ann and Tann benefit your Characters, tapping to give them Lucky 2. Seeing as how distracting they are, they also give your opponent's Characters –2 power.

Art Director Mark Goetz managed to secure the image for this pair—the first double Characters to appear as a single unit. Originally, this honor would have gone to the Tonnika Sisters, which fell victim to the R&D Holding Cell.

Obi-Wan's Spirit (A) Obi-Wan's Spirit (A)Card of the Week - Thursday, July 1, 2004
The Empire Strikes Back, Rare – Although Obi-Wan's Spirit doesn't count toward controlling his arena (much like the Asteroids), he does help defend against the nefarious combination of Darth Sidious (D) and Nexu.

Obi Wan's Spirit cannot reduce a Force cost below 1. If Nexu and Obi Wan’s Spirit are both in play, an activated ability that normally costs no Force would cost 1 Force. If Darth Sidious (D) is also in play, this cost would increase to 3 Force, less 1 for Obi Wan's Spirit, leaving a net cost of 2 Force.

Also note that while Spirit cards, as well as Asteroids, don’t count toward controlling an arena, they do count toward the requirement to play Fight on All Fronts.

Jabba's Death Mark Jabba's Death MarkCard of the Week - Thursday, June 24, 2004
Rogues and Scoundrels, Common – A rare appearance by crime boss Jabba the Hutt—and on one card that might soon become more commonly played. As noted in the Sedalia Qualifier, Kessel System has now joined the banned and restricted list, taking along its rich supply of build points. Cards such as Death Mark and Jabba's Death Mark may take its place—though at a higher cost. While Kessel System provided build points by tapping your own Characters, Death Mark and Jabba's Death Mark only provide them after defeating one of your opponent's.

As noted in The Holding Cell, we’ve seen Jabba’s Death Mark, but what of Jabba himself? While he didn’t make Rogues and Scoundrels, Jabba may yet appear in some future expansion.

Chewbacca (G) Chewbacca (G)Card of the Week - Thursday, June 17, 2004
The Empire Strikes Back, Rare – The updated banned and restricted list goes into effect June 20th. From that point forward, such as cards as Chewbacca (G) may become even more popular than ever.

For the price of a single build point, Chewie (G) allows you to bring a Droid Character from your discard pile back into play. As part of the Chewie-Droid Reanimator deck, this can help return Guri (A) and IG-88 (A) to further action, as well as utility units LIN Demolitionmech and EG-6 Power Droid.

Lobot (B) Lobot (B)Card of the Week - Thursday, June 10, 2004
Rogues and Scoundrels, Rare – According to his backstory, Lobot became an indentured servant of Cloud City in repayment for his crimes. After Lando Calrissian’s departure, Lobot remained behind, becoming mired in an uprising of the city’s Ugnaughts.

Although Lobot (B) costs slightly more than his (A) version, he allows you to bring another Bespin unit to your build zone with 2 build counters on it. A useful skill—and perhaps why Lobot (B) has become a popular inclusion in the Bespin Casual Play and Lakewood Qualifier’s Dark Side decks.

Het Nkik (A) Het Nkik (A)Card of the Week - Thursday, June 3, 2004
Rogues and Scoundrels, Uncommon – Het Nkik appeared in the Expanded Universe novel, Tales from the Mos Eisley Cantina. Although Het didn’t survive his assault against the Imperial stormtroopers, he still makes for an effective bounty hunter in the SW:TCG—especially when combined with his fellow Jawas. For a low Upkeep cost (remove a card in your discard pile from the game), Het gives all Jawas +1 power as well as: “Bounty: Put a Droid card from your hand into its arena tapped.” Not a bad way to bring out Guri (A) or IG-88 (A).

Het Nkik also showed up at the Newbury Qualifier. Michael Van Norman won that event, packing his Light Side deck with a number of Jawas. (A look at this winning deck can be found here.)

Leebo (A) Leebo (A)Card of the Week - Thursday, May 27, 2004
Rogues and Scoundrels, Common – Leebo was designed with the abilities of a droid mechanic in mind—namely, to remove damage counters from Space or Ground units. Corey Macourek also provided the CG artwork for this card, with Dan Gelon lending a little help on Leebo’s monocle-eyed head. Among the tougher details to create were the array of sparks flying up from the foreground, and the resulting reflections seen across this industrious droid.

Prince Xizor (A) Prince Xizor (A)Card of the Week - Thursday, May 20, 2004
Rogues and Scoundrels, Rare – Designed to reflect the authority of Black Sun's crime boss, Prince Xizor (A) completely mitigates the Upkeep costs of your other neutral units. However, this means only units that would pay Upkeep also receive Xizor’s boons of +10 speed and +1 power.

Art for this card came from Corey Macourek, who referenced extensive material from the comic books and action figures, as well receiving background information from Lucasfilm. According to Corey, CG characters such as Prince Xizor can be composed of as many as 50-60 individual layers during their creation.

Doctor Evazan (A) Doctor Evazan (A)Card of the Week - Thursday, May 13, 2004
Rogues and Scoundrels, Rare – Doctor Evazan (A) has the ability: “Choose an untapped unit in the Character arena with a total build cost of 4 or less. Doctor Evazan does 4 dice of damage to that unit. Play only when Doctor Evazan would attack.”

This ability is similar to attacking, of course—after all, Doctor Evazan (A) can only use it when he would attack, and has 4 Power already. However, Evazan can also use this ability to deal dice of damage to your own units—which might come in handy with Probot, Imperial Misdirection, Han Enchained, or Falcon's Needs in play.

Outrider (A) Outrider (A)Card of the Week - Thursday, May 6, 2004
Rogues and Scoundrels, Uncommon – The signature piece, for this set, of CG shipbuilder Jonathan W. Hill. Jonathan actually built the CG Outrider before the card set was designed, knowing that someday Wizards of the Coast would have to include it. That day came with Rogues and Scoundrels, a natural for both the Outrider and its pilot, Dash Rendar.

IG-88 (A) IG-88 (A)Card of the Week - Thursday, April 29, 2004
Rogues and Scoundrels, Rare – We originally debated naming this unit: IG-88A. For those who know IG-88’s backstory (as described in Tales of the Bounty Hunters), multiple versions of the assassin droid were created. IG-88A was the first activated, while that’s IG-88B on the bridge of Vader’s Executor in The Empire Strikes Back. However, we realized this “A” could easily be confused with IG-88’s version letter as a unique unit, and so was rejected.

Yoda's Lesson Yoda's LessonCard of the Week - Thursday, April 22, 2004
Rogues and Scoundrels, Rare – Designed as an aid against many of the good discard decks. Not only can you pay Force to draw cards, but even if it becomes subject to discard, you're still able to draw cards. A powerful ally Yoda's Lesson is. Originally slated for The Empire Strikes Back, it lost out to the numbers crunch, but finally saw release in Rogues and Scoundrels.

Dune Sea Krayt Dragon Dune Sea Krayt DragonCard of the Week - Thursday, April 15, 2004
Rogues and Scoundrels, Rare – For Rogues and Scoundrels, we wanted to provide some new toys for SW:TCG players who enjoy building creature-themed decks. A second Space Slug was a natural. We also wanted to include more of our old favorites, such as Enraged Wampa and Dune Sea Krayt Dragon.

One rule note: Dune Sea Krayt Dragon is a different unit from A New Hope’s Krayt Dragon, and not unique; therefore, the two cannot be stacked.

Lando Calrissian (G) Lando Calrissian (G)Card of the Week - Friday, April 9, 2004
Rogues and Scoundrels, Rare – We designed a huge number of Lando Calrissian cards for The Empire Strikes Back set. Many we pushed to Rogues and Scoundrels—including this one, which originally had the playtest name: “Lando Calrissian, Don of Bespin.”

Lando Calrissian (G)’s speed, power, and health are determined by the number of Bespin units in arenas. We wanted to build the pieces for a Bespin-themed deck in Rogues and Scoundrels; these also include: Lobot (B), Bespin Cloud Car Squad, and Cloud City Wing Guard.

Big Asteroid Big AsteroidCard of the Week - Friday, April 2, 2004
Rogues and Scoundrels, Uncommon/Common – Can you guess where the inspiration for these three cards (Big Asteroid, Medium Asteroid, and Small Asteroid) came from? Originally, these had better stats and didn’t have the “doesn’t count toward….” clause. But playtesting quickly showed that they were far too good at stalling out the Space arena while you could concentrate on winning Ground and Character.

Carbon-Freezing Chamber Carbon-Freezing ChamberCard of the Week - Wednesday, November 5, 2003
- The Empire Strikes Back, Rare – In the game of Star Wars, being able to return a unit to its owner’s hand is huge. Because most units take at least two turns (on average) to build, returning a unit can drastically set back a player’s unit production and tempo. Carbon-Freezing Chamber will be a great card for force denial decks. Being a total of four build makes this card strong, because of the cost associated with removing the Location from the arena. I recommend partially building it, and then waiting for a low build roll turn before completing it to catch the Lightside off guard. One of the best things about this card is the fact that there’s no way to retreat out of its effect.Even though the Lightside players still have cards like “Seek the Council’s Wisdom” in their arsenal, the Chamber will either make them use the Wisdom of the council to prevent Mace from fleeing to their had, or they will have to use the Wisdom on battle cards to protect other arena’s units.

Yoda (E) Yoda (E)Card of the Week - Wednesday, October 15, 2003
- Jedi Guardians, Uncommon. The Force is not needed with this one. Yoda (E) “Pound for Pound” has one of the best Reserves abilities you can buy. Having a build cost of only five makes it easy to build Yoda (E), and Mace (A) during Setup. Yoda (E) is obviously designed as more of a utility unit than one built for combat. Yoda’s Reserve ability can prevent two damage to any unit in any arena, and is completely amazing because the ability is FREE. While giving a form of “card advantage”, Yoda (E) provides a Pilot's Dodge every turn, even if your opponent just played a Slumming in Coruscant. Preventing damage in this game is huge, and Yoda (E) is one of the best there is at it. Try putting him in a deck with R2-D2 (E), Mace (A), and numerous other shielded Space and Ground units, for one of the best defensive formations around.

Chewbacca (B) Chewbacca (B)Card of the Week - Monday, September 29, 2003
- Battle of Yavin, Rare. Chewbacca (B) just begs for card draw, and is one of the best cards to combo in the game. Play it in a deck with Wedding of Destiny, Jocasta Nu, Coruscant Air Bus, Curellian Star Shuttle, Jedi Patrol, or Jawa Sandcrawler’s to utilize its ability to the fullest. This card not only helps gives you board advantage, but it does so as you use other means to gain card advantage! Every turn you will get to remove from your Space or Ground unit’s any damage that you didn’t evade the turn before. If you’re worried about Chewbacca being able to survive in the Character arena, all that you have to do is retreat him, and only keep him in the play zone during you build step. This is an all around great card, and it’s about time that it’s featured as the card of the week. Try it in your Lightside deck and enjoy its massive utility.

Jedi Youngling Jedi YounglingCard of the Week - Wednesday, September 3, 2003
- Jedi Guardians, Rare. At a build cost of just 2, this is one of the best Light Side support units in the game. It's Reserves ability is a reliable source of Force gaining and it even has a pint-sized Evade ability should you need to bring it into the Character arena. When in the arena, it makes the perfect candidate to perform Obi-Wan's Task, as you won't miss its 2 attack dice worth of training lightsaber too much.

Kouhun KouhunCard of the Week - Wednesday, August 27, 2003
- Jedi Guardians, Rare. At a build cost of just 2, this is one unit the Light Side dreads seeing as it's guaranteed to do a lot of damage, if it lives long enough. At 40 speed, most other characters are faster, so Kouhun needs help from Intercepting units or speed boosts like Dark Speed or Obi-Wan's Plans. Since it has to discard itself to use its special ability, be sure that you have some other units to back it up or all that great damage will have been for nothing.

Rapid Recovery Rapid RecoveryCard of the Week - Wednesday, August 13, 2003
- Jedi Guardians, Rare. Battle and Mission cards that untap or heal a unit demand a hefty Force payment or build point investment, but not Rapid Recovery... and it does both! At a Force cost of just 1, there has to be a catch. It only works on Diplomats, which are not the greatest fighters in the galaxy. If you're not running enough damage prevention to keep a Diplomat damaged but alive, consider using a speed booster and a Brutal Assault. The Diplomat makes an attack at +5 power, then takes 2 damage from the Brutal. Play the Recovery, remove all the damage, and make another attack (although the +5 power isn't around for the 2nd attack).

Synchronized Systems Synchronized SystemsCard of the Week - Wednesday, August 6, 2003
- Jedi Guardians, Common. This powerful Battle card combines speed enhancement and power boosting, which makes for a deadly double threat. While it's best used when you have 2 units of widely varying speed, in a pinch you can use it just for the +3 power bonus if you only have 1 unit in the arena. Since it gives "up to" 2 units the power bonus, you can use it to boost a lone unit, but that should only be done in an emergency.

Jedi Knight's Survival Jedi Knight's SurvivalCard of the Week - Wednesday, July 30, 2003
- Jedi Guardians, Uncommon. This powerful damage prevention card can keep even the wimpiest of units alive versus the strongest attack the opposition can muster. It's also a great way to stop an Overkill attack as it prevents all the damage the unit does, not just the damage to the unit it's attacking. Its only drawback is slight... It can't prevent damage from the various non-unit cards that can deal damage.

Trade Federation Droid Bomber Trade Federation Droid BomberCard of the Week - Wednesday, July 16, 2003
- Jedi Guardians, Common. With the speed, power, and health of a Starfighter and the Bombard of a Star Destroyer, this 3 build cost unit packs a whole lot of punch for such a small package. Its 60 speed allows it to act in a Space superiority role, attacking opposing units before they get a chance to fire. Or you can make a Bombard attack against a Ground unit far faster than any unit has been able to in the past. Even Dark Side decks that don't focus on Bombard will find room for this efficient and versatile unit.

Jedi Council Quorum Jedi Council QuorumCard of the Week - Wednesday, July 9, 2003
- Jedi Guardians, Rare. The Light Side now has an alternate path to victory with this 0 cost Mission. There are only 12 Council Members and you need at least 7 in play to win, so you can't afford to lose more than a few of them. Key to making this card work is Gather the Council and some way of racking up additional build points. Plan on deploying at least 1 Council Member each turn if you plan on winning this way. If the game goes on too long, the Dark Side will surely conquer Space and Ground while you spend all of your points in the Character arena.

Blow This Thing Blow This ThingCard of the Week - Wednesday, July 2, 2003
- Battle of Yavin, Rare. You might think that 8 Force is a lot to pay, but this card can really turn things around for the Light Side. While most people automatically assume you'd only want to use this against the Death Star, it's also useful against the deadly Devastator (A) or any other huge unit. Don't forget, it can be used in any arena, not just space. It can be a great way to take down a huge Trade Federation Control Core. However, you don't want to try it against any unit with an Evade ability, because if it can avoid the 1 point of damage, the Battle card will have been wasted.
Also, you might want to have a Cheat the Game handy if the single die roll doesn't hit.

Contingency Plan Contingency PlanCard of the Week - Wednesday, June 25, 2003
- A New Hope, Rare. It's hard to figure out what sort of deck could benefit from this rather enigmatic card. Most people simply use it as a way to protect themselves from poor build point distribution decisions. However, there is another use of the card that can really perplex your opponent.

When you're halfway through setup (with the Plan in hand) and don't have a good handle on what your opponent is up to, try dumping your last 15 build points onto a unit. Any unit! It's still considered 'partially built' and will remain in your build zone as your last build during setup. During the first Command Phase, build the Plan and go to town, deploying several units into an arena where the opposition had no way of anticipating it. However, if your opponent has been known to play Slumming on Coruscant, trying this trick could end up backfiring, bigtime.

Deflectors Activated Deflectors ActivatedCard of the Week - Wednesday, June 18, 2003
- Battle of Yavin, Uncommon. Preventing 1 damage is better than Shields 99% of the time, as there's only a 50/50 chance that a die lost to Shields was going to hit anyway. However, Shields are better when you're facing mid-sized units with large Critical Hit bonuses. For the truly paranoid, use this Mission card AND units with Shields.
Deflectors Activated is best played against a swarm style deck, but can also be used to reduce self-inflicted damage from Overload attacks, Brutal Assault, Unfriendly Fire, etc. Deploying a 2 build cost unit in an arena rarely turns the tide in combat, but for 2 build this Mission sure can!

Desperate Confrontation Desperate ConfrontationCard of the Week - Wednesday, June 11, 2003
- A New Hope, Rare. One of the few Missions that can affect all 3 arenas at once, this powerful card is a great boost to your total offensive output. If you've built up enough Force for all of your units to take advantage of the bonus, you're going to be rolling a lot of attack dice. But chances are very good that you won't use it for every unit. Why? Because your opponent will probably retreat from any arena where your units are faster and/or have Critical Hit. Feel free to use this battle card even when you don't have that much Force as the mere presence of this card is enough to throw off your opponent's game plan. It's good on so many levels...

Accelerate AccelerateCard of the Week - Wednesday, June 4, 2003
- Battle of Yavin, Common. A +10 Speed bonus for each of your units across the board is a great way to ambush the opposition in each arena. For best results, try to play as many units as you can with 40 Speed (or 50 if your opponents are real speed demons). Playing it with a bunch of 10 or 60 Speed units doesn't make much sense. A 60 Speed unit is already going to attack early and a 10 Speed unit isn't going to surprise anyone blazing along at 20.

Artoo's Repairs Artoo's RepairsCard of the Week - Wednesday, May 28, 2003
- Battle of Yavin, Rare. To best make use of this great protection and healing card, play with Ground and Space units that can survive some hits. Units with Shields are especially good to play it on, as it's hard enough to get the damage on them, so removing 2 damage counters is doubly good.
Be sure to play with at least 6 Droid cards to make sure you have 1 deployed when you need it. The Light Side only has a few Droids and they're all in Character. The best of them are C-3PO, R2-D2, and Remote Seeker Droid.

Countermeasures CountermeasuresCard of the Week - Wednesday, May 21, 2003
- Battle of Yavin, Uncommon. This is essentially a super-Retaliate battle card that, unlike Retaliate, is best used against huge units, as it deals back the same damage the unit dished out. It's versatility is excellent as it basically acts as an extra attack in the arena of your choice. If you know that your opponent is playing with attack-enhancing battle cards, consider holding onto this card to play after your opponent has boosted a unit with a Windu's Solution or Obi-Wan's Guidance. However, you cannot wait and play it after the dice have been rolled...

Let the Wookiee Win Let the Wookiee WinCard of the Week - Wednesday, May 14, 2003
- Battle of Yavin, Uncommon. When your units in an arena don't have what it takes to capture an arena or even survive it, this is one of your better plays. Often times your opponent won't even attack you with their smaller units, for fear of losing them to your 2 dice of Retaliate. The extra dice are a great way to soften up the opposition, so your wimpy units have a chance to take something out when they make their own attacks.

Grand Moff Tarkin (A) Grand Moff Tarkin (A)Card of the Week - Wednesday, May 7, 2003
- Battle of Yavin, Rare. While the 6 build cost might scare some people away from this character, his special abilities more than make up for the investment. Tarkin (A) gives the Dark Side +1 build each turn and grants all Dark Side Jedi Pay 1 Arrow Retaliate 4. In order for the Retaliate to work in Character, you'll need to pair him with an Intercepting Vader (A or C), which has the added benefit of keeping Tarkin in play for a few turns. Vader's TIE Fighter (A & B) and the Sith Infiltrator (A) also have the subtype of Jedi, so they can utilize the Retaliate as well. In Space, 4 dice is a real threat, while in Character it is but a minor nuisance.

Trust Your Feelings Trust Your FeelingsCard of the Week - Wednesday, April 30, 2003
- Battle of Yavin, Common. This Light Side Battle card is free to play, but can be hard to use. It's tough to predict the number of hits you'll roll, but sometimes that decision is easy. Accuracy 3 is the easiest way to ensure that your prediction of 100% hits will come true, but the card can also be used reactively. Say you're about to roll your AT-TE Walker 23X dice and your opponent plays Tyranus's Gift against it. If you then play the Trust and predict zero hits you'll get a quick 3 Force. The attack still resolves, but you won't be rolling any dice, so your prediction of zero hits can't help but come true.

Imperial Landing Craft Imperial Landing CraftCard of the Week - Wednesday, April 23, 2003
- Battle of Yavin, Common. Unlike Bombard, the Imperial Landing Craft gives you the best chance of a sure fire hit. Even though your opponent may retreat the targeted ground unit, the Landing Craft is a great way to gain an advantage against small ground units.

Vader's Fury Vader's FuryCard of the Week - Wednesday, April 16, 2003
- Battle of Yavin, Rare. As a response to last week's Second Wave is the dark side battle card Vader's Fury, turning a lone Starfighter into a hunting machine. Make sure to target Intercept vehicles first to help ensure a shot at all enemy units.

Second Wave Second WaveCard of the Week - Wednesday, April 9, 2003
- Battle of Yavin, rare. While 6 cost may seem hefty, the ability to bring back 3 key fighters can help save the space arena. When used with Departure Time, you not only remove a solo "gimped" fighter in space, but you gain 4 build points which can be used to start the Second Wave.

Alien Rage Alien RageCard of the Week - Wednesday, April 2, 2003
- Battle of Yavin, uncommon. When it comes to offensive utility cards, Alien Rage offers the well rounded enhancements to turn even the meekest card into a raging attacker. Add it to a unit that retaliates and watch the opponent tremble.

Labria (A) Labria (A)Card of the Week - Thursday, March 27, 2003
- Battle of Yavin, uncommon. Knowing what's in your opponent's hands can give you a huge tactical advantage when it comes to playing battle cards and deciding what to build. Labria is by far your best informant.

Blast It Blast ItCard of the Week - Wednesday, March 19, 2003
- Battle of Yavin, common. When used in conjunction with a space unit that has Intercept, this neutral battle card can turn a small snub fighter into a defensive nightmare.

Millennium Falcon (A) Millennium Falcon (A)Card of the Week - Wednesday, March 12, 2003
- Battle of Yavin, rare. The Falcon introduces the ability to "stack" pilots on a starship by allowing an extra pilot on board. I wonder what would happen if both Han and Lando were piloting the Falcon? Hmmm...

Chewbacca (A) Chewbacca (A)Card of the Week - Wednesday, March 5, 2003
- Battle of Yavin, rare. Clearly one of the greatest strengths of the set, Chewbacca shows off the power-combo of using Intercept with the new Retaliate mechanic. Go ahead. Attack. I dare ya.

Creature Attack Creature AttackCard of the Week - Wednesday, February 26, 2003
- Battle of Yavin, common. As mission cards go, Creature Attack is a ruffian. Once your opponent has a taste of this card, then you'll be free to bluff with the threat of this card often. Simply place any card in your build zone with 2 counters and make your opponent wonder if another attack is coming.

Luke Skywalker (F) Luke Skywalker (F)Card of the Week - Wednesday, February 19, 2003
- Battle of Yavin, uncommon. Luke starts to live up to his Jedi Padawan status by making use of the new BoY mechanic - Retaliate. Combined with Evade, you can be sure that Luke will be ducking and shooting with Stormtrooper-like deftness.

Grand Moff Tarkin (B) Grand Moff Tarkin (B)Card of the Week - Wednesday, February 12, 2003
- Battle of Yavin, uncommon. What's more scary than the Death Star in play? The Death Star AND Tarkin in play! While Tarkin may not be a "battle station pilot", having him in the character arena will ensure that those snub fighters aren't even considered a threat to your favorite planet annihilation system.

Death Star (A) Death Star (A)Card of the Week - Wednesday, February 5, 2003
- Battle of Yavin, rare. Long prophesied on the net, Battle of Yavin will indeed include the Death Star as a unit. With the power to dominate both Space and Ground, this single unit lives up to the fame as the ultimate power in the universe.

R2-D2 (D) R2-D2 (D)Card of the Week - Wednesday, January 29, 2003
- Battle of Yavin, uncommon. Artoo lives up to his astromech name as he gains the ability to Pilot - even behind another (non-astromech) pilot! Simply add any of your favorite Rebel Pilots to see why the Empire need so many TIE fighters.

Rebel Armored Freerunner Rebel Armored FreerunnerCard of the Week - Wednesday, January 22, 2003
- Battle of Yavin, common. The Freerunner represents an exciting new unit for the light side - direct damage and multiple targeting. At 50 speed, this unit has a good chance of holding its own against several smaller dark side units.

Blow This Thing Blow This ThingCard of the Week - Wednesday, January 15, 2003
- Battle of Yavin, rare. Many cards represent iconic moments from the movies and are designed to allow you to recreate key scenes. This card gives you one shot with a decent chance to get rid of that pesky high power unit. Just pray that it doesn't just impact on the surface.

Celebrate the Victory Celebrate the VictoryCard of the Week - Wednesday, January 8, 2003
- Battle of Yavin, rare. This light side mission card brings card advantage in a big way for when you manage to gain superiority in Space. More cards equals more opportunities and if fired off at the right time, this card gives a definite edge to the light side.

Han Solo (promo) Han Solo (promo)Card of the Week - Wednesday, December 18, 2002
- A New Hope, rare (preview card). The rumors are true that there is indeed a Han Solo preview card in A New Hope. You can look forward to new character cards such as Han Solo, Chewbacca, and Grand Moff Tarkin in the upcoming expansion Battle of Yavin

Sabers Locked Sabers LockedCard of the Week - Wednesday, December 11, 2002
- Battle of Yavin, uncommon. This week we were lucky enough to score a preview card from the next expansion. For 1 Force you'll soon have the chance to distract that pesky Jedi while your other characters fire away. Look for more preview cards starting in January!

Leia's Kiss Leia's KissCard of the Week - Tuesday, December 3, 2002
- A New Hope, rare. For the light side, this card can almost ensure a swift kill in any arena. Not only do you gain the speed advantage, but with Accuracy 1, you can turn a Krayt Dragon into a ground-clearing whirlwind.

Anakin's Inspiration Anakin's InspirationCard of the Week - Tuesday, November 26, 2002
- Attack of the Clones, uncommon. Speed can be a deciding factor in any arena, and there is no better card to ensure rolling first. While similar to Windu's Solution, this card gives a speed boost to ALL units in an arena. A strong card in any light deck, 2 Force can turn the tide of battle in an arena.