Close Call: 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) — Dark Interrupt: Close Call, Dagobah, C | * [https://web.archive.org/web/20070928014432/http://www.decipher.com/starwars/cardlists/swallcards.pdf Complete Card List] (Decipher PDF, archive 28 September 2007) — Dark Interrupt: Close Call, Dagobah, C | ||
|strategy=By [mailto:GrdAdmSpam@aol.com Marc Longenecker]<ref name="decipher-strategy">https://web.archive.org/web/20040811123219/http://www.decipher.com/starwars/cardlists/dagobah/dark/small/closecall.html</ref> | |||
A good way to get rid of pesky rebel mains is to use a combination of [[Scanning Crew]] and [[Close Call]]. Play [[Scanning Crew]] and move a low-destiny rebel to your opponents used pile. Then play [[Close Call]], causing them to reveal the top cards of their force, reserve, and used piles, and then to lose those cards of the lowest destiny greater than 0. If you are lucky, you might even knock off another card in addition to the one you removed | |||
lose [[Close Call]]. | |||
|combos=* [[Close Call]] + [[Scanning Crew]]<ref name="scomp">https://scomp.starwarsccg.org/?s=Close%20Call</ref> | |combos=* [[Close Call]] + [[Scanning Crew]]<ref name="scomp">https://scomp.starwarsccg.org/?s=Close%20Call</ref> | ||
|canceled_by=* [[Closer?!]] | |canceled_by=* [[Closer?!]] | ||
Latest revision as of 19:13, 22 September 2026
| Title | Close Call |
|---|---|
| Side | Dark |
| Type | Interrupt — Used or Lost Interrupt |
| Set | Dagobah |
| Rarity | C |
| Uniqueness | Unique |
| Destiny | 2 |
| card_uid | 4_138 |
| Version | printed |
| Printings | Dagobah — this page |
Close Call is a Dark Interrupt (Used or Lost Interrupt) from Dagobah.
Card Text
USED: Cancel one asteroid destiny and cause it to be drawn again. LOST: Lose 1 Force. Opponent must reveal the top card of Reserve Deck, Force Pile and Used Pile. Card(s) with lowest destiny number greater than zero are lost.
Lore
If this little one doesn't pulverize you, the next one just might.
Strategy
A good way to get rid of pesky rebel mains is to use a combination of Scanning Crew and Close Call. Play Scanning Crew and move a low-destiny rebel to your opponents used pile. Then play Close Call, causing them to reveal the top cards of their force, reserve, and used piles, and then to lose those cards of the lowest destiny greater than 0. If you are lucky, you might even knock off another card in addition to the one you removed
lose Close Call.
Combos
Canceled by
- Closer?!
- Lucky Shot (V)
Cancels
- One asteroid destiny
Underlying card for
See Also
Sources
- Star Wars CCG cardlists index at Decipher.com (archive, 25 December 2008)
- Complete Card List (Decipher PDF, archive 28 September 2007) — Dark Interrupt: Close Call, Dagobah, C
References