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sickofpalantirs |
Posted: Sat Jan 13, 2007 9:03 pm |
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Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
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Turin06 wrote:  Commenorian Smuggler [Criminal]
Companion • Human
Str:6
Vit:3
Res:6
While bearing a bounty this companion is strength +2.
"Having a bounty on their heads seemed to spur some smugglers on rather than deter them"
UFC4
then they just won’t put a bount on them. Have something so he can transfer a bounty(albeit with some cost) to him off of another companion.
Correllian Smuggler [Criminal]
Companion • Human
Str:6
Vit:2
Res:6
While bearing a [b]bounty this companion is damage +1.
"Saying that you had a bounty on your head often helped with the ladies"
UFU5
ditto above card
 Deveronian Bounty Hunter [Criminal]
Minion • Deveronian
Str:5
Vit:1
Site:3
While you can spot a bounty this minions twilight cost is -1.
"The riches in waiting drove them on"
UFU7
it works
 Duros Mercenary [Criminal]
Minion • Duros
Str:8
Vit:4
Site:3
While you can spot a bounty this minions twilight cost is -2.
"The mercenaries of the galaxy would fight for anyone as long as they got paid"
UFC8
personally these cards are fine but bland but of course they will always be bland cards in a sat
 Never Tell me the Odds [Criminal]
Event • Skirmish
Exert a [Criminal] companion to make that companion strength +3 for each minion they are skirmishing.
"Someone turn off the professor...."
UFR9
I love it
 No Bounty, No Hunt [Criminal]
Event • Skirmish
Exert a [Criminal] companion not bearing a bounty to cancel a skirmish involving that companion.
"It was always professional Solo"
UFU10
sure
 Scum and Villiany [Criminal]
Event • Dark Side
Exert a [Criminal] minion to play a minion from hand. That minions twilight cost is -1 for each bounty you can spot.
"You’ll never find a more Wretched Hive of Scum and Villiany"
UFC11
again good.
pretty good batch here |
Sop's haves/ top wants
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you.  |
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Turin06 |
Posted: Mon Jan 15, 2007 1:23 pm |
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Joined: 24 Oct 2006
Posts: 197
Location: Good Question
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• High Inquisitor Tremayne, Vain Darksider [Sith]
Minion • Human
Str:11
Vit:3
Site:5
Inquisitor
When you play Tremayne you may name a culture. The Alliance player must then reveal their hand. Tremayne is strength +1 until the end of the turn for each card of this culture revealed.
"The procedure is, regrettably, quite painful. Wouldn’t you rather talk to me now?"
UFR90
Inquisitor [Sith]
Minion • Human
Str:8
Vit:3
Site:5
Inquisitor
When you play this minion you may exert it to make the free peoples player discard a card from hand.
"Under the control of Darth Vader, these Inquisitors were considered the highest ranking of the Dark Side Adepts, outranking the Emperor’s Hands"
UFC91
Inquisitorius [Sith]
Condition
To Play exert a [Sith] minion.
Plays on a companion.
Each time bearer loses a skirmish to an Inquisitor the Alliance player must discard two cards of their choice from hand.
"The Inquisitorius was a secret division of Imperial Intelligence consisting of dark side Force-sensitive agents known as Inquisitors, or truth officers"
UFR92
• Ja’ce Yiaso, Grand Inquisitor [Sith]
Minion • Zabrak
Str:12
Vit:4
Site:5
Inquisitor Fierce
Each time this minion wins a skirmish the Alliance player must discard the top two cards of their draw deck.
If the Alliance player has no cards in his or her draw deck the Alliance player may not assign this minion to a skirmish.
" Ja’ce Yiaso was the head of the Inquisitorius in the period directly following the battle of Yavin. He was therefore the third most powerful force user in the Galaxy under the two Sith Lords"
UFR93
•Jerec, Inquisitor [Sith]
Minion • Miraluka
Str:9
Vit:3
Site:5
Inquisitor
While you have initiative Jerec is strength +5 and fierce.
"His heavy brow overshadows the empty recesses that normally embrace eyes. Jerec has the uncanny power to absorb and overshadow one’s connection to the Force... like a dark cloud"
UFR94
Only Now Do You See [Sith]
Event • Regroup
Exert a [Sith] minion to add a burden.
"It is unavoidable. It is your destiny. You, like your father, are now mine."
UFC97
• Peace is a Lie [Sith]
Condition • Support Area
If a companion heals at a sanctuary discard this condition to play a Sith minion from your discard pile, its twilight cost is -2.
"Peace is a lie, there is only passion"
UFC98
Rage [Sith]
Event • Skirmish
Exert a Sith to make them strength +3 (or +4 if skirmishing a Jedi)
"Maul grew to have no emotions aside from bloodlust and rage"
UFU99
•Sion, Dark Lord of the Sith [Sith]
Minion • Human
Str:12
Vit:4
Site:5
Enduring
Each time Sion exerts or takes a wound you may choose to exert him again.
While Sion is exhausted he may not take wounds.
"I can die a hundred times, Exile, and still I will rise again, as strong as before"
UFR100
•Sith Apprentice [Sith]
Minion • Muun
Str:6
Vit:2
Site:5
While you can spot four burdens this minions twilight cost is -1.
"Sith appentices were taken at a young age and indoctrinated against the Jedi"
UFU102
Sith Assassin [Sith]
Minion • Mirauluka
Str:7
Vit:3
Site:5
Damage +1
While you can spot four burdens this minions twilight cost is -1.
"Or is it the ways of darkness and shadow you seek, the power that comes from striking unseen and sensing weaknesses in your enemies?... the ways of the assassins of the Sith."
UFU103
Sith Lightsaber [Sith]
Possession • Hand Weapon
Str:+2
Lightsaber
While you can spot four burdens bearer gains duelist.
"I hear the twin blades are harder to master, but they can make enemies stampede over each other running for cover."
UFU106
Sith Master [Sith]
Str:9
Vite:3
Site:5
Duelist
While you can spot four burdens this minion is fierce.
"What is thy bidding, my master?"
UFU107
Sith Warrior [Sith]
Str:7
Vit:3
Site:5
While you can spot four burdens this minion is strength +3 and damage +1.
"Is it battle that stirs you, to meet an enemy blade upon blade? Such is the way of the greatest of the Sith Warriors, who seek strength in war... and in rage."
UFU109
• The Rule of One [Sith]
Condition • Support Area
While any player can spot more than 1 minion, discard this condition.
[Sith] minions cannot take wounds (except during skirmishes involving them).
Each [Sith] minion is fierce, strength +3, damage +1 and gains duelist.
"Instead of two there is now only one—the Sith Order itself. I have recreated the Sith, Lord Bane, as you once did. I have given it a purpose. For what use is power without one?"
UFR113
Thirst for Revenge [Sith]
Event • Skirmish
If a [Sith] minion loses a skirmish you may make it strength +2 and fierce until the regroup phase.
"Long they plotted their revenge until it was all they could think about"
UFC115
Trapped Souls [Sith]
Event • Dark Side
Play a [Sith] Ghost from your discard pile.
"Their dark souls found no peace in death"
UFC120
•Traya, Dark Lady of the Sith [Sith]
Minion • Human
Str:8
Vit:4
Site:5
Lurker
Each time a [Sith] minion wins a skirmish you may exert a companion and add a threat.
"Know that there was once a Darth Traya. And that she cast aside that role, was exiled, and found a new purpose. But there must always be a Darth Traya, one that holds the knowledge of betrayal. Who has been betrayed in their heart, and will betray in turn."
UFR121 |
Last edited by Turin06 on Wed Jan 17, 2007 11:11 am; edited 2 times in totalBetween the conception
And the creation
Between the emotion
And the response
Falls the Shadow |
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sickofpalantirs |
Posted: Mon Jan 15, 2007 4:12 pm |
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Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
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Turin06 wrote:  • Tremayne, High Inquisitor [Sith]
Minion • Human
Str:11
Vit:3
Site:5
Inquisitor
When you play Tremayne you may name a culture. The Alliance player must then reveal their hand. Tremayne is strength +1 until the end of the turn for each card of this culture revealed.
"The procedure is, regrettably, quite painful. Wouldn’t you rather talk to me now?"
UFR90
is inquisitor loaded? I love the ability
 Inquisitor [Sith]
Minion • Human
Str:8
Vit:3
Site:5
Inquisitor
When you play this minion you may exert it to make the free peoples player discard a card from hand.
"Under the control of Darth Vader, these Inquisitors were considered the highest ranking of the Dark Side Adepts, outranking the Emperor’s Hands"
UFC91
fine by me.
 Inquisitorius [Sith]
Condition
To Play exert a [Sith] minion.
Plays on a companion.
Each time bearer loses a skirmish to an Inquisitor they must discard three cards from hand.
"The Inquisitorius was a secret division of Imperial Intelligence consisting of dark side Force-sensitive agents known as Inquisitors, or truth officers"
UFR92
I would make it unique, or 2 cards your choice
 • Ja’ce Yiaso, Grand Inquisitor [Sith]
Minion • Zabrak
Str:12
Vit:4
Site:5
Inquisitor Fierce
Each time this minion wins a skirmish the Alliance player must discard the top two cards of their draw deck.
If the Alliance player has no cards in his or her draw deck the Alliance player may not assign this minion to a skirmish.
" Ja’ce Yiaso was the head of the Inquisitorius in the period directly following the battle of Yavin. He was therefore the third most powerful force user in the Galaxy under the two Sith Lords"
UFR93
cut his twilight cost to 6 or 7
 •Jerec, Inquisitor [Sith]
Minion • Miraluka
Str:9
Vit:3
Site:5
Inquisitor
While you have initiative Jerec is strength +5 and fierce.
"His heavy brow overshadows the empty recesses that normally embrace eyes. Jerec has the uncanny power to absorb and overshadow one’s connection to the Force... like a dark cloud"
UFR94
make him cost 5
 Only Now Do You See [Sith]
Event • Regroup
Exert a [Sith] minion to add a burden.
"It is unavoidable. It is your destiny. You, like your father, are now mine."
UFC97
it works
 • Peace is a Lie [Sith]
Condition • Support Area
Each time a companion heals you may make a [Sith] minion strength +2 until the regroup phase.
"Peace is a lie, there is only passion"
UFC98
its uses are minimal make it like, if a companion heals at a sanctuary discard this condition to play a Sith minion from your discard pile, its twilight cost is -2,(or could be it is strength +2)
 •Sion, Dark Lord of the Sith [Sith]
Minion • Human
Str:12
Vit:4
Site:5
Enduring
Each time Sion exerts or takes a wound you may choose to exert him.
While Sion is exhausted he may not take wounds.
"I can die a hundred times, Exile, and still I will rise again, as strong as before"
UFR100
kill the first ability it doesn’t change anything.
 •Sith Apprentice [Sith]
Minion • Muun
Str:5
Vit:2
Site:5
While you can spot five burdens this minions twilight cost is -1.
"Sith appentices were taken at a young age and indoctrinated against the Jedi"
UFU102
fine though it stinks, you have to have some bad cards I guess
 Sith Assassin [Sith]
Minion • Miraluka
Str:6
Vit:3
Site:5
Damage +1
While you can spot five burdens this minions twilight cost is -1.
"Or is it the ways of darkness and shadow you seek, the power that comes from striking unseen and sensing weaknesses in your enemies?... the ways of the assassins of the Sith."
UFU103
I corrected the spelling of the species
 • The Rule of One [Sith]
Condition • Support Area
While any player can spot more than 1 minion, discard this condition.
[Sith] minions cannot take wounds (except during skirmishes involving them).
Each [Sith] minion is fierce, strength +3, damage +1 and gains duelist.
"Instead of two there is now only one—the Sith Order itself. I have recreated the Sith, Lord Bane, as you once did. I have given it a purpose. For what use is power without one?"
UFR113
interesting. I thouht there was supposed to be 2 though
 Trapped Souls [Sith]
Event • Dark Side
Play a [Sith] Ghost from your discard pile.
"There dark souls found no peace in death"
UFC120
one the first ability is italic 2 I haven’t seen any sith ghosts yet.
 •Traya, Dark Lady of the Sith [Sith]
Minion • Human
Str:8
Vit:4
Site:5
Lurker
Each time a [Sith] minion wins a skirmish you may exert a companion and add a threat.
"Know that there was once a Darth Traya. And that she cast aside that role, was exiled, and found a new purpose. But there must always be a Darth Traya, one that holds the knowledge of betrayal. Who has been betrayed in their heart, and will betray in turn."
UFR121
the lore is arguably to long |
Sop's haves/ top wants
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you.  |
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Turin06 |
Posted: Mon Jan 15, 2007 6:35 pm |
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Joined: 24 Oct 2006
Posts: 197
Location: Good Question
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The sith ghosts are either on page two or three. |
Between the conception
And the creation
Between the emotion
And the response
Falls the Shadow |
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Turin06 |
Posted: Mon Jan 15, 2007 6:42 pm |
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Joined: 24 Oct 2006
Posts: 197
Location: Good Question
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And that is every card so expect the full spoiler up in the next couple of days. After that i am going to do some strategy articles about decks made using this set and Legacy of the Force. |
Between the conception
And the creation
Between the emotion
And the response
Falls the Shadow |
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sickofpalantirs |
Posted: Tue Jan 16, 2007 8:45 am |
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Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
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I just realized these never got reviewed no wonder I didn’t no about them
Turin06 wrote: Some Sith Now
 •Freedon Nadd, Long Dead Sith Lord [Sith]
Minion • Ghost
Str:12
Vit:3
Site:4
Enduring
Each time Freedon Nadd is exerted you may exert another [Sith] Ghost.
Freedon Nadd was a great Sith Lord whose spirit was trapped in the Sith crypts on onderon. it was there thousands of years after he died that he corrupted Exar Kun
UF88R
make him only cost 6
 Sith Ghost [Sith]
Minion • Ghost
Str:10
Vit:3
Site:4
Toil 2
The Sith Legacy was passed down through the lingering spirits of it’s dead masters
UF104C
make him only cost 5
 • Sith Spirit [Sith]
Minion • Ghost
Str:5
Vit:4
Site:4
Enduring
The Sith lords were terrible and pwerful even in death
UF108C
powerful should be powerful
 • Ghosts of Lords Long Dead [Sith]
Condition • Support Area
Toil 2
Each time you play a [Sith] ghost you may place a token here.
Regroup: Remove two tokens from here to add a burden.
Many Jedi were seduced to the dark side by the lingering spirits of dead sith
UF89R
... the free peoples may exert the apprentice to prevent it" add that it makes not so broken.
Turin06 wrote: And that is every card so expect the full spoiler up in the next couple of days. After that i am going to do some strategy articles about decks made using this set and Legacy of the Force.
how many more are left?
and you will have to ask cobra if those articles would work, and would have to include a link in each title to the place it is on. |
Sop's haves/ top wants
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you.  |
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Back to top |
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Turin06 |
Posted: Tue Jan 16, 2007 10:06 am |
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Joined: 24 Oct 2006
Posts: 197
Location: Good Question
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I probably won’t put the articles up for the contest. I’ll probably make a new topic on this page called Star wars articles or something like that as they are a dream card matter. |
Between the conception
And the creation
Between the emotion
And the response
Falls the Shadow |
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