Rycar's Run: Difference between revisions

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|sources=* [https://web.archive.org/web/20081225225012/http://www.decipher.com/starwars/cardlists/index.html Star Wars CCG cardlists index] at Decipher.com (archive, 25 December 2008)
|sources=* [https://web.archive.org/web/20081225225012/http://www.decipher.com/starwars/cardlists/index.html Star Wars CCG cardlists index] at Decipher.com (archive, 25 December 2008)
* [https://web.archive.org/web/20070928014432/http://www.decipher.com/starwars/cardlists/swallcards.pdf Complete Card List] (Decipher PDF, archive 28 September 2007) — Light Effect: Rycar's Run, Dagobah, R
* [https://web.archive.org/web/20070928014432/http://www.decipher.com/starwars/cardlists/swallcards.pdf Complete Card List] (Decipher PDF, archive 28 September 2007) — Light Effect: Rycar's Run, Dagobah, R
|strategy=By [mailto:vader@psu.edu Rick Sollman]<ref name="decipher-strategy">https://web.archive.org/web/20040811123219/http://www.decipher.com/starwars/cardlists/dagobah/light/small/rycarsrun.html</ref>
One of the many force retrieval methods for the Light Side, [[Rycar's Run]] stands above the rest. First of all, it is efficiant. Combined with an Asteroid Sancuary deck, you don't have to put in any useless cards to make [[Rycar's Run]] work. The only other things you need are Closers, and those have a destiny of 6, and they are used. Rycar's run also only takes 2 turns to pull off, if you use a Closer each turn. Also, you get 8 Force (assuming all asteroid sectors are present, which shouldn't be a problem in an Asteroid Sanctuary deck) for just losing 1 card and using others that you would be using regardless. No destiny draws, you know what you are getting, and it sets you up for another 'Run. You can't lose it by having your target/ship killed with an Interrupt like [[Gravity Shadow]] with [[Kessel Run]], or [[Look Sir, Droids]] with [[Death Star Plans]].
The problem arises with that one turn where your ship gets stranded out at the Big One. This is easily conquered with Cap'n [[Han Solo{{!}}Han]] on the [[Millennium Falcon{{!}}Falcon]] with [[R2-D2 (Artoo-Detoo){{!}}R2-D2]], [[Chewie (The Empire Strikes Back Introductory Two-Player Game){{!}}Chewie]], and maybe even some Special Mods. Or even [[R2-D2 (Artoo-Detoo){{!}}R2-D2]] and [[Luke Skywalker{{!}}Luke]] on [[Red 5]]. This pretty much makes your ship tough to get with battles, and nearly impossible (watch out for DS asteroid decks) to kill with Asteroids, ensuring that the 'Run goes through. So, what [[Rycar's Run]] actually does for your Asteroid Sancuary Deck is to make you last longer against ground-drain decks without incorporating unreliable undercover spies. I would recommend putting about 4 of them in a Sancuary deck, along with 6 Closers.
Combo:
[[Rycar's Run]] + Closer (x2) + Asteroid Sancuary Deck... you get the idea.
|pulled_by=* [[The Signal]]<ref name="scomp">https://scomp.starwarsccg.org/?s=Rycar%27s%20Run</ref>
|pulled_by=* [[The Signal]]<ref name="scomp">https://scomp.starwarsccg.org/?s=Rycar%27s%20Run</ref>
* [[We Wish To Board At Once]]
* [[We Wish To Board At Once]]

Latest revision as of 19:13, 22 September 2026

Info
TitleRycar's Run
SideLight
TypeEffectUtinni Effect
SetDagobah
RarityR
UniquenessUnique
Destiny4
card_uid4_36
Versionprinted
PrintingsDagobah — this page

Rycar's Run is a Light Effect (Utinni Effect) from Dagobah.

Card Text

Deploy on a Big One. X = twice the number of asteroid sectors at that system. Target a starfighter at related planet system. When reached by target, relocate Utinni Effect to planet system. When target returns to system, lose Utinni Effect. Retrieve X Force.

Lore

The infamous smuggler Rycar Ryjerd does this all the time. He's an idiot.

Strategy

By Rick Sollman[1]

One of the many force retrieval methods for the Light Side, Rycar's Run stands above the rest. First of all, it is efficiant. Combined with an Asteroid Sancuary deck, you don't have to put in any useless cards to make Rycar's Run work. The only other things you need are Closers, and those have a destiny of 6, and they are used. Rycar's run also only takes 2 turns to pull off, if you use a Closer each turn. Also, you get 8 Force (assuming all asteroid sectors are present, which shouldn't be a problem in an Asteroid Sanctuary deck) for just losing 1 card and using others that you would be using regardless. No destiny draws, you know what you are getting, and it sets you up for another 'Run. You can't lose it by having your target/ship killed with an Interrupt like Gravity Shadow with Kessel Run, or Look Sir, Droids with Death Star Plans.

The problem arises with that one turn where your ship gets stranded out at the Big One. This is easily conquered with Cap'n Han on the Falcon with R2-D2, Chewie, and maybe even some Special Mods. Or even R2-D2 and Luke on Red 5. This pretty much makes your ship tough to get with battles, and nearly impossible (watch out for DS asteroid decks) to kill with Asteroids, ensuring that the 'Run goes through. So, what Rycar's Run actually does for your Asteroid Sancuary Deck is to make you last longer against ground-drain decks without incorporating unreliable undercover spies. I would recommend putting about 4 of them in a Sancuary deck, along with 6 Closers.

Combo:

Rycar's Run + Closer (x2) + Asteroid Sancuary Deck... you get the idea.

Pulled by

See Also

Sources

References