Revolution
| Title | Revolution |
|---|---|
| Side | Light |
| Type | Effect |
| Set | Premiere Limited |
| Rarity | R1 |
| Uniqueness | Unrestricted |
| Destiny | 3 |
| Icons | Effect |
| card_uid | 1_62 |
| Version | printed |
| Printings | Premiere Limited (1995, black border) — this page Premiere Unlimited (1995/96, white border) — same art and text Japanese Takara Premiere |
Revolution is a Light Effect from Premiere Limited.
Card Text
Use 3 Force to deploy on any location. Rotate the location so that icons and game texts switch direction. (If Expand the Empire present, it also switches.) If Revolution later canceled, location rotates back again.
Lore
Spies and informants gave Rebels vital data to plan strategic turnabouts, create local insurgencies, and hamper Imperial activities.
Strategy
Decipher card strategy (starred on the Premiere Light card list).
From , RED 15
Revolution. Its what the Rebel Alliance is all about! This Effect from the Premiere Edition has endured, and even grown in popularity through all the game expansions.
Many players find it an indispensable tool in the battle to overthrow the
Empire. A list of the benefits of Revolution: 1) it can be deployed on any location (except the Death Star) 2) it Revolves (switches) not only the game text, but also the Force icons at that location, 3) although it is not cumulative, there is no limit to how many Revolution cards can be in play.
When the Premiere Edition stood alone, Revolution was used most often as a way to increase Light Side Force drains. Played on Tatooine: Obi-Wan's Hut, it created an easy Force drain of 3. This strategy is still prevalent, but now many players rely on Revolution at Dagobah: Yoda's Hut to create a Force drain that is difficult to counter.
Equally important is the strategy of using Revolution to take away game text and Force icons from the Dark Side. Deploying a couple of Revolutions early in the game can cripple Dark Side ground-based decks such as Walker Garrison or Tatooine drain, by denying them both Force generation and Force drain bonuses.
Revolution has a destiny of 3, pretty average, and a fairly high deploy cost of 3. The main drawbacks of this card are the new cards that Decipher has created, which specifically counteract the powerful effects of Revolution. The Light Side player must be prepared with multiple Sense and Control cards to defend Revolution against Evader or Surprise , and may find it impossible to counter the very popular Imperial Decree. On a positive note, Revolution is not cancelled by Imperial Decree, just "ignored." Late in a game, if the Light Side prevails and the conditions for Imperial Decree cannot be met, the Dark Side will suffer the effects of Revolution again!
Card Combos:
Revolution + any Hut for a significant Force drain bonus.
Revolution versus the Tatooine: Jundland Wastes + Expand the Empire card combo: Make the Dark Side regret using this popular Force drain strategy. Revolution is one of the few cards that can make a Dark Side Effect work for the Light Side.
Source: Revolution strategy at Decipher.com (archive)
Rulings
Combos
- Revolution + any Hut Significant Force drain bonus.
From Scomp Link Access (swccg-scomp / card JSON). Players Committee card database, not Decipher printed text.
See Also
Sources
- Premiere Light Side card list at Decipher.com (archive, 11 June 2002)
- Star Wars CCG cardlists index at Decipher.com (archive, 25 December 2008)
- Complete Card List (Decipher PDF, archive 28 September 2007) — Light Effect: Revolution, Premiere, R1