Take The Initiative
| Title | Take The Initiative |
|---|---|
| Side | Light |
| Type | Interrupt — Used or Lost Interrupt |
| Set | Endor |
| Rarity | C |
| Uniqueness | Unique |
| Destiny | 3 |
| card_uid | 8_61 |
| Version | printed |
| Printings | Endor — this page |
Take The Initiative is a Light Interrupt (Used or Lost Interrupt) from Endor.
Card Text
USED: If all of your ability in a battle is provided by scouts and/or spies, they each add 1 to your total battle destiny (limit +6). LOST: For remainder of turn, your unique (•) scouts and unique (•) spies are each power +1 (or +2 while being attacked by a creature).
Lore
The ability to think and act independently gave the Rebels an advantage over their Imperial foes.
Strategy
This card can be useful in constructed, but also strong in an Endor Booster draft. To use this card to its fullest in draft takes a commitment to draft scouts. This usually means drafting mostly Rebels since most Endor Rebels are scouts. Also, doing this reduces your reliance on Ewoks and makes the opponent's cards which target Ewoks a little less effective. The more common use for this interrupt is the Used portion. Adding up to 6 attrition can really help clear out the site, especially in draft where the opponent is likely to have low forfeit characters. The lost version can also be useful. You can use it to save an undercover spy
ability is from scouts and spies, you can use it to add a few more power in battle either increasing damage for your opponent or saving you a few cards.
Combos:
- the Sentries deploy (or move!) as a react, and each one adds 2 to attrition. Ouch time!
Combos
- Take The Initiative + Threepio + Ewok Sentries - the Sentries deploy (or move!) as a react, and each one adds 2 to attrition. Ouch time![2]
Counterpart
See Also
Sources
- Star Wars CCG cardlists index at Decipher.com (archive, 25 December 2008)
- Complete Card List (Decipher PDF, archive 28 September 2007) — Light Interrupt: Take The Initiative, Endor, C
References