Sense (Light) (Coruscant)

From SWCCG Wiki
Jump to navigation Jump to search
This is the Light Side Coruscant card.For the other cards titled Sense, see Sense.













Info
TitleSense
SideLight
TypeInterrupt — Lost Interrupt
SetCoruscant
PublisherDecipher
EraDecipher era
RarityU
UniquenessUnrestricted
Destiny3
GEMP ID12_68
VersionsDecipher — this page (12_68)
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

Sources

References