Sense (Coruscant): Difference between revisions

From SWCCG Wiki
Jump to navigation Jump to search
[checked revision][checked revision]
imported>Unknown user
No edit summary
imported>Unknown user
No edit summary
 
(No difference)

Latest revision as of 19:13, 22 September 2026

Info
TitleSense
SideLight
TypeInterruptLost Interrupt
SetCoruscant
RarityU
UniquenessUnrestricted
Destiny3
card_uid12_68
Versionprinted
PrintingsCoruscant — this page
For the Dark Side card, see Sense (Dark) (Coruscant). For the Premiere card, see Sense.

Sense is a Light Interrupt (Lost Interrupt) from Coruscant.

Card Text

If opponent just played an Interrupt (or just initiated a 'react'), target one of your characters on table. Draw destiny. If destiny < ability of target, that Interrupt (or 'react') is canceled. OR Cancel Alter.

Lore

Yoda calls upon the Force often to try and foresee what destiny has in store.

Strategy

By I-Ming Chen[1]

Although many players will opt for the combo Sense card or the original Sense card because they are Used Interrupts, this one does have its purposes. This card will become very useful when playing in the Episode I Closed Environment games where only cards with Episode I icons are allowed.

As the Light Side player, there are plenty of nasty interrupts that can ruin your day. If Darth Maul comes and plays Maul Strikes, you will wish you had a Sense to be prepared for his surprise. Or maybe you are facing some problems at the Podrace Arena? Being able to Sense trouble that is about to happen can keep you from losing cards unnecessarily.

And with the abundant Jedi and other high-ability Light Side characters, succeeding at a Sense attempt will be fairly easy.

Pulled by

Canceled by

Cancels

Counterpart

Underlying card for

See Also

Sources

References