Star Wars: Unlimited

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Star Wars: Unlimited is TCG by Fantasy Flight Games. It is easy to pick up but still offers complex gameplay for card game veterans.

This is a place to discuss all things related to the card game.

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submitted 2 months ago* (last edited 2 months ago) by niccolaccio@lemmy.world to c/sw_unlimited@lemmy.ml
 
 

Hey, I just saw this community and was wondering if anyone is interested in discussing the new cards as they're leaked for Jump to Lightspeed?

Overall, at first glance, it seems like the power level in this set is considerably higher than previous sets, with some fun new play styles.

Here are my thoughts on the new leaders:

  • Asajj Ventress - Probably has the easiest way to ping enemies in the game now, I imagine would she pair well with Tarkintown, but she doesn't seem like the strongest leader in this set.
  • Grand Admiral Thrawn - I've heard a lot of excitement for him, but personally I don't see that much value in repeating "when defeated" actions at this point
  • Lando Calrissian - Seems like kind of a worse Luke imo
  • Rose Tico - I don't think healing units is a very strong ability, I like TWI Obi wan better, and that doesn't see too much play
  • Admiral Piett - This is one of my favorite leaders from the set, and so far seems very strong. Will need to build decks that can hold out well in the early game and then smash with lots of capital ships.
  • Darth Vader - My main leader to play is SOR Vader, and this one will require a very different play style, so I have mixed feelings. Pretty good token generation might make this good for exploit. Unfortunately this leader seems like it will just be mid right now.
  • Admiral Holdo - Spending 1 resource (and one action) to give a +2/+2 boost to a resistance unit doesn't seem like it will be that strong in constructed, but maybe if you get a few good resistance cards in limited this could be strong there?
  • Wedge Antilles - I think this will be a solid leader. I'm a little wary of playing a lot of pilots, since I image everyone will be running as much upgrade removal as they can, but Wedge will be able to spam them out easier than anyone else
  • Boba Fett - When the spotlight leaders first leaked, I thought he looked pretty strong, but now that other leaders have come out, I don't think this Boba will be a part of the meta, but I imagine there will be some strong decks with him.
  • Captain Phasma - Honestly I like Vader's ping better (even though Phasma's doesn't cost a resource).
  • Major Vonreg - Kylo in shambles. I think this is going to be the new best villainy aggro leader.
  • Luke Skywalker - So far the only upgrade that can't be defeated (as an upgrade). Seems like a very strong leader, might make for a good heroism midrange deck?
  • Poe Dameron - I've seen some busted strategies with him, eject allowing you to essentially deploy him multiple times.
  • Admiral Trench - This is the weirdest one, and I don't think there are any support cards yet to outweigh the downsides of playing him. My first thought is to pair him with Aphra in twin suns.
  • Rio Durant - This is an interesting one. Breaking in sees a lot of play right now and Rio has a mini breaking in built in to his leader ability, but I don't know how strong that will be.
  • Admiral Ackbar - Another unique idea, I think his ability (exhausting an enemy and giving them an x-wing token) would be stronger in villainy (with Snoke). Without a similar card, I think it's too steep a price to pay.
  • Han Solo - This looks like a fun leader to play, but I'm not sure how strong he will be.
  • Kazuda Xiono - Could be a new heroism aggro leader, has some good support cards that are over-statted for their costs (but have negative abilities that he can negate)-
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submitted 7 months ago* (last edited 7 months ago) by Sunforged@lemmy.ml to c/sw_unlimited@lemmy.ml
 
 

This is by far my favorite Kylo build. It's able to put down some early pressure and then control out the late game.

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Recently got into the game with a deck that a buddy if mine built for me: Jabba Yellow. The basic idea is that I play as many capture cards as I can to control the board with a mid-rangey mix of units, and then steal them using Dryden Vos and overrun my opponent with card quality. Additionally, I play 3 copies of Maul since it's just a really good card and 3 copies of Rancor.

Now, I've only tried the deck a handful of times and have been somewhat pleased with its performance. However, after I've added two more copies of Dryden Vos to complete the playset, I'm afraid that I might not have enough ramp (or none actually) that would support the high-energy-cost-leaning curve of my deck. I used to run 3 copies of Resupply but cut them all because I felt like they were dead draws whenever I did draw them. Ordered a playset of Technician as ramp but, again, I'm wary that it might be too little ramp.

Should I run both 3 Resupply as well as 3 Technician? It feels to me like Resupply is just a dead draw most of the time since I'm not developing my board state and don't have anything to contest it with.

Ty :)

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We have a few lurkers and subscribers, what have you all been playing? Whether you've only had the chance to play the starter decks or jamming some jank at your local store share your experience with the game! Or just say hi.

I updated the sidebar, changing the database link from sw-unlimited-db.com to swudb.com. I initially liked the layout of the former, but the later has a bit more functionality in the search and is much more popular. SWUDB also is used for Karabast.net for deck building which has also been added to the sidebar. Karabast is a great resource for deck testing and fun. It's basically open beta as there are bugs with some interactions, heavy action economy sometimes glitches and I've seen a unit die with a shield when the shield should have just popped, but the devs seem really engaged and are working on those issues.

If general discussion actually generates some conversations I'll make a monthly thread and pin it. I don't think pinned threads appear in feeds so for the time being I will hold off on that for visibility.

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submitted 1 year ago* (last edited 1 year ago) by Sunforged@lemmy.ml to c/sw_unlimited@lemmy.ml
 
 
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  • Print Run 1 has sold faster in the first month than was expected in 6 months.
  • Boxes are being sold to prioritize in store events, for prize support and limited formats.
  • The print runs for future expansions has been increased to support the popularity of the game.
  • SoR Print Run 2 won't likely hit stores until Q4 of this year.

If you are looking to play constructed I would say pick up singles now as prices will most likely keep creeping up until the end of the year for SoR.

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Great overview of draft priorities for both players new to TCGs and veterans.

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WTF Leia?! (lemmy.ml)
submitted 1 year ago* (last edited 1 year ago) by Sunforged@lemmy.ml to c/sw_unlimited@lemmy.ml
 
 

This card is salt on the wound.

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This is the deck I am currently most excited about. I jumped on Thrawn Vigilance and am waiting for the last of those cards to arrive but this Iden creature light list plays to my favorite aspect of control, blanking opponents interaction.

The main wincon is Vigilance and milling them out. All the removal in the deck means you'll be gaining lots of life off Iden each game, and flipping her is less of a priority than something you can plan for the right time.

It does play some weaker cards like Repair & Restock but they are easy targets for resourcing early and basically free value later in the game.

This is a great competitive control list that hits aggro and midrange currently dominant in the meta. Don't bring this to a kitchen table, cherish a friend that plays SWU with you.

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cross-posted from: https://lemmy.ml/post/14328939

Actual review starts at 18:38.

For all the great things they have to say about the game their scoring is heavily impacted by being a channel for board games. I agree with pretty much everything they have to say, except the art has really grown on me and I am glad they went in a different direction from previous SW card games. The art feels as fresh as the gameplay.

And the gameplay is extremely good. FFG has announced that they have 3 additional sets already printed and an additional 6 ready to go. On top of that the tournament support makes organized play a priority for the game which I love as from what I can see WotC has been dropping that ball more and more as Arena has become more of their focus.

Have you played the game? Are you interested?

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submitted 1 year ago* (last edited 1 year ago) by Sunforged@lemmy.ml to c/sw_unlimited@lemmy.ml
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This deck is a great entry point into the game. It's incredibly aggressive, highly synergistic, and relatively cheap to build with the only 4 cards (12 for playsets) that will hurt your wallet. Currently Sabin Command is the aggro deck of choice in the meta, but Leia has a huge leg up over that build in the form of action economy.

If you are coming from Magic this concept of action economy is something unique to SWU as there isn't instant speed interaction. Each player takes an action, goes back and forth throughout the turn and the first player to finish their plans for that turn then takes initiative in order to be first on the following turn. Leia's ability to attack with two rebels in one action not only prevents your opponent from interacting with a unit before damage is dealt in a turn, but also helps ensure you get initiative almost every time. All units in this deck have the rebel type. The big swing in the deck is playing Rebel Assault on Leia allowing you to attack with three units in one action!

So their is the rebel synergy but there is a secondary synergy that limited deck building choices, which was For A Cause I Believe In and running 100% heroic aspect cards. This card will hit for 4 damage every time, while setting up your next draw. Incredible value and reach to finish out games.

U-Wing Reinforcement is your late game refill, and can even hit Fleet Lieutenant allowing you to attack in the same action.

Playing against this deck was incredibly frustrating as even when I had interaction I barely ever had initiative to prevent the unit from doing damage in the turn, and if I used my interaction on a unit that hadn't attacked yet to try and stop the bleeding I wasn't going to target the biggest threat on the board. There was even a turn when I was forced to take initiative way before I had used all my resources and units just to try and get on top of the next turn.

I haven't dealt with sideboarding yet, but I would probably look to having some space units to shift into, Karabast for interaction, as well as Guerilla Attack Pod for late game reach.

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SW:Unlimited Draft Rules (starwarsunlimited.com)
submitted 1 year ago* (last edited 1 year ago) by Sunforged@lemmy.ml to c/sw_unlimited@lemmy.ml
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SWU Database (sw-unlimited-db.com)
submitted 1 year ago* (last edited 1 year ago) by Sunforged@lemmy.ml to c/sw_unlimited@lemmy.ml
 
 

Great site to look up cards with specific parameters, build a deck and track your collection. The deck builder has the option to print up proxies or export to play on Table Top Simulator!

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