Set For Stun

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Info
TitleSet For Stun
SideDark
TypeInterruptLost Interrupt
SetPremiere Limited
RarityC2
UniquenessUnrestricted
Destiny2
IconsInterrupt
card_uid1_268
Versionprinted
PrintingsPremiere Limited (1995, black border) — this page
Premiere Unlimited (1995/96, white border) — same art and text
Japanese Takara Premiere

Set For Stun is a Dark Interrupt (Lost Interrupt) from Premiere Limited.

Card Text

Use 2 Force to target one opponent's character. Draw destiny. If destiny > character's ability, character immediately returns to opponent's hand. (Also, any cards deployed on character return to owners' hands.)

Lore

'...bring me the passengers. I want them alive!' Imperial soldiers use blaster stun settings to intimidate or to capture prisoners for questioning and interrogation.

Strategy

Decipher card strategy (starred on the Premiere Dark card list).

At first glance you may look at Set For Stun and say, "So what. I can send a character back to their hand. They just re-deploy it next turn." On the surface this is true, but Set For Stun is a card that requires looking a little further than the game text.

Sometimes just getting rid of a character for even one turn can be a

benefit. How many of you have lost a game by just a few cards? Pretty much everyone right? Those are the kind of games where you say, "Boy just one little change and I would have two points instead of zero." Well let's talk about some scenarios where getting rid of a character for a turn would make a difference. And keep in mind that when you send them back is just as important as who you send back.

A friend of mine always said there should be a card called "Look Sir,

Bith", to get rid of our favorite band leader Figrin D'an. He only has ability of one. Send Figrin D'an back before the Light Side Control phase and you just may have cost them one Force.

Another good target for Set For Stun is where the opponent has just

enough ability to get a destiny draw. They have Owen and Beru at the Moisture Farm. Beru has ability of one; send her back to the opponent's hand and they have gone from four power and nine forfeit, to 1 power and four forfeit. Now deploy some characters and battle away, free of the uncertainty of a destiny draw.

How about getting rid of that Undercover Spy that's blocking your

Force Drain of two or three. Play Set For Stun during your control phase and drain away. It's not as permanent as Sniper, but it only requires one card.

I'm sure this has never happened to you. The sneaky Light Side player

uses a spy to get presence at a site, then deploys enough characters to the same site that it will take a small army to get them out. Well if you had Set For Stun in your hand as soon as the Spy was deployed you could call Interrupt and play Set For Stun. Now it's true that the spy could be deployed again right away, but could the Light Side afford to deploy the spy again along with the other necessary characters?

One of the latest crazes are Dagobah Cloud Decks. These depend on

Tibanna Gas Miners at Dagobah sites. There are few ways to effect much that happens on Dagobah but Set For Stun is one of them. Get rid of the Miner for a turn and save yourself up to three force.

Another good target is someone that can affect a lot of other

characters, Like General Rieekan on Hoth. Getting rid of him just before a battle can really cause some problems for the Light Side.

Combos:

Set for Stun + Scanning Crew: Send a Rebel back into the hand then Scan it right into the used pile.

Set For Stun + M'iiyoom Onith: Send a Unique Male back to the hand then let this girl strut her stuff.

Source: Set For Stun strategy at Decipher.com (archive)

Rulings

  • Completed Jedi Tests that are 'on table' due to Mind What You Have Learned are treated as being on the apprentice (so they are returned to hand along with the apprentice).
  • Incomplete Jedi Tests are lost when the apprentice leaves table
  • If Save You It Can on table, the apprentice returns to hand first, then the Jedi Tests on table are suspended (so they are not returned to hand).

Combos

  • Set for Stun + Scanning Crew Send a Rebel back into the hand then scan it right into the Used Pile.
  • Set For Stun + M'iiyoom Onith

From Scomp Link Access (swccg-scomp / card JSON). Players Committee card database, not Decipher printed text.

See Also

Sources