I'm Ready For Anything
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Players Committee / Virtual — not a Decipher card.
| Title | I'm Ready For Anything |
|---|---|
| Side | Light |
| Type | Interrupt — Used or Lost Interrupt |
| Set | Virtual Set 22 |
| Publisher | Players Committee |
| Era | Virtual Modern |
| Rarity | C2 |
| Uniqueness | Unique |
| Destiny | 5 |
| GEMP ID | 222_23 |
| Versions | Virtual Modern — this page (222_23) |
| Printed title strip | Quite A Mercenary |
| Art credit | Image courtesy of Neil Burn @ ArtStation |
| Copyright line | ARTWORK NEITHER AFFILIATED WITH NOR ENDORSED BY LUCASFILM LTD. |
I'm Ready For Anything is a Light Interrupt (Used or Lost Interrupt) from Virtual Set 22.
Card Text
USED: For remainder of turn, each player may only fire one weapon at each Cantina or [Reflections II] site. OR If your Mara in battle, add 1 to a just drawn battle destiny (2 if at a [Reflections II] site). LOST: Deploy Mara and a lightsaber simultaneously from hand and/or Reserve Deck; reshuffle.
Lore
Smugglers and other rogues frequent spaceports along trade routes. 'Your friend is quite a mercenary. I wonder if he really cares about anything, or anybody.'
Rulings
- (1st function) Players are limited to one weapon, not one firing (e.g. EPP Maul can still swing his lightsaber twice).[1]
- The Lost function requires the lightsaber to deploy on Mara.
- The Lost function does not entitle Light to deploy a lightsaber on Mara that couldn't deploy on her otherwise.
Also known as
- IRFA
Sources
- Virtual Set 22 card list at res.starwarsccg.org. Preserved copy: Internet Archive
- Virtual slips at starwarsccg.org — Light: I'm Ready For Anything. Preserved copy: Internet Archive
- Scomp Link Access Card data swccg-card-json Light.json (commit d4e661ec). Preserved copy: Internet Archive
References
- ↑ Scomp: I'm Ready For Anything; card data swccg-card-json Light.json (commit d4e661ec). Preserved copy: Internet Archive