Rarity: Uncommon
Number: 226/264
Description: 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.
Aspect:...
Rarity: Legendary
Number: 183/264
Description: 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 ea...
Rarity: Rare
Number: 200/264
Description: 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...
Rarity: Rare
Number: 127/264
Description: 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 bas...
Rarity: Legendary
Number: 206/264
Description: AmbushThis unit gets +1/+0 for each other unit (friendly and enemy) with 0 power.
Aspect: Cunning;Heroism
Card Type: Unit
Traits: Force;Je...
Rarity: Rare
Number: 219/264
Description: SentinelWhen Played: You may pay 4 resources. If you do, choose an arena. Exhaust each unit in that arena.
Aspect: Cunning
Card Type: Unit
Trai...
Rarity: Rare
Number: 212/264
Description: ShieldedIgnore the aspect penalties of the first nonunit card you play each phase.
Aspect: Cunning
Card Type: Unit
Traits: Fringe
Cost: 1
P...
Rarity: Rare
Number: 247/264
Description: Defeat a friendly non-leader unit. Then, you may play that unit from your discard pile for free.
Aspect: Villainy
Card Type: Event
Traits: Plan...
Rarity: Rare
Number: 168/264
Description: SupportOn Attack: Deal 1 damage to the defending unit. If this unit is upgraded, deal 2 damage to the defending unit instead.
Aspect: Aggression
...
Rarity: Legendary
Number: 155/264
Description: When you take the initiative: You may attack with a unit.
Aspect: Aggression;Heroism
Card Type: Unit
Traits: Force;Droid
Cost: 3
Power...
Rarity: Rare
Number: 149/264
Description: Advantage tokens on friendly units lose all abilities. (They aren't defeated after combat.)When Played/On Attack: Give 2 Advantage tokens to each oth...
Rarity: Rare
Number: 211/264
Description: If a friendly unit left play this phase, distribute 3 Advantage tokens among friendly units. If a friendly leader unit left play this phase, distribu...
Rarity: Rare
Number: 70/264
Description: If your base would be dealt more than 4 damage, prevent all but 4 of that damage.
Aspect: Vigilance
Card Type: Unit
Traits: Republic;Droid
Cos...
Rarity: Uncommon
Number: 192/264
Description: Ambush (When you play this unit, she may attack an enemy unit.)Saboteur (When this unit attacks, ignore Sentinel and defeat the defender's Shield...
Rarity: Rare
Number: 257/264
Description: 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 Advant...
Rarity: Legendary
Number: 179/264
Description: 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 de...
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
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Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
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Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
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Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
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Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '