Welcome to Card Game DB
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Planning the Rescue
Submitted
Guest
, -- | Last updated Feb 03 2016 03:07 AM
![]() |
Planning the RescueType: Objective Faction: Light Rebel Alliance Quanton. Forced Reaction: After this objective enters play, reveal the top X cards of your deck. X is the number of objectives your opponent has in play. Then, place each revealed card at an enemy objective as a captured card. Health: 5 Resources Generated: 1 Block Number: 177 - 1 of 6 Set: Imperial Entanglements Number: 0866 Illustrator: Matt Bradbury |
2 Rebel Sympathizers have rated this card!
|
|
Other Cards in Block 177 | |
---|---|
Block Stats:
# Units: 2 Total Cost: 9 Average Cost: 1.8 Total Force Icons: 7 Average Force Icons: 1.4 |
|
Recent Decks Using This Card: |
Star Wars and all associated elements are © 2011 Lucasfilm Ltd. & TM. All rights reserved. Fantasy Flight Games, Fantasy Flight Supply, and the FFG logo are trademarks of Fantasy Flight Publishing, Inc.
7 Comments
I really like the idea here and all, but really how practical is it other than to boost Cracken (a single card)? Especially when Scum have some amazing bonuses for having captured cards...
It's not that much of a downside in the right deck. You obviously wouldn't want to include 2x of this in a Mains deck, but if you're running a swarmier style with fewer critical cards, having 3 of them captured isn't a huge deal.
Also, you pick where they go, so you don't have to place them where a Scum player could benefit. You could also for example put a bunch at Slave Trade, where you know you'll get them back if you win the force struggle, or load up a single objective so you get a nice bunch of cards when you destroy it.
It also plays nice with Rescue Mission in this set. Tuck a big unit during the flop and then rescue it for two resources any time you have an action window.
I will play Fleeing the Empire + Planning the Rescue deck. Should be fun.
And this set has just gotten better and better... With the smugglers self-capture set and the boost that rebels got from Galactic Ambitions, this set is finding a home as its own archetype...
You can split them up.