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Aggression

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As we blast our way toward the release of the Star Wars™: Unlimited trading card game, we want to show off each of the game’s deckbuilding aspects. In a game of unlimited possibilities, the aspects help shape the direction and mechanics of the cards in your deck. At this point, we’ve shown off the Heroism (white), Villainy (black), Vigilance (blue), and Command (green) aspects. Today, we’d like to take a look at the red aspect, Aggression!

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The Aggression aspect, as its name suggests, is about damage, damage, damage. This often comes in the form of simply dealing bursts of damage through effects. The most straightforward example of this is the event Open Fire (Spark of Rebellion, 172), which just deals 4 damage to a unit. Dealing 4 damage can be pretty hefty, and it can certainly help soften up a big enemy or take out a smaller one, but it does cost you 3 resources and an action to play. If your opponent has a lot of smaller units on the field, then playing a Fallen Lightsaber (Spark of Rebellion, 137) onto one of your Force units might be a more efficient choice.

Another focus of the Aggression aspect is having abilities to ensure that the damage your units deal with their attacks can actually get through to the target. The Fighters for Freedom (Spark of Rebellion, 143) have the Saboteur keyword, which allows them to ignore both the Sentinel keyword on your opponents’ units and defeat any Shields (Spark of Rebellion, T02) a defending unit may have (they can also consistently ping the opponent’s base for a bit of damage every time you play another Aggression card). Another example of “reliable damage” is with units like the Wampa (Spark of Rebellion, 164), which has the Overwhelm keyword. This handy keyword redirects any excess damage the Wampa would deal to a unit to the opponent’s base instead; this means that, if your opponent has a Sentinel unit with only 1 HP remaining, the Wampa could take them down and still get 3 damage through to their base!

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A third feature of the Aggression aspect is an element of “recklessness” or “victory at any cost” gameplay. This means that certain cards may have you dealing some damage to your own units or bases as an added cost of an effect. For example, the Grand Inquisitor (Spark of Rebellion, 11) leader can deal 2 damage to a friendly unit in order to ready that unit. You’ll be able to attack with that unit again, but now they’re wounded, which could leave them vulnerable to an enemy counterattack. Likewise, the Sabine Wren (Spark of Rebellion, 14) leader can deal damage to the enemy base each round, but doing so will also damage your base, at least until you deploy Sabine onto her unit side!

Between dealing damage and granting you ways to ensure that damage is actually dealt, this aspect is a great fit for players who like fast-paced, fiery playstyles that hurl themselves toward victory at any cost. This playstyle is exemplified in Aggression (Spark of Rebellion, 155) itself, a powerful “double-red” card that gives you several options for pressing the attack!

Aggressive Deck Boxes

Once you have built the ideal Aggression deck for yourself, be sure to store it in style with a matching premium deck box from our official partners at Gamegenic. These innovative deck boxes come with a Slide Card Case for keeping your leader card safe, and thanks to the placement of the case, the stored deck can easily be identified. You can even detach the Slide Card Case and use it during gameplay!

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Tune in next month, when we will be showing off the game’s final aspect, Cunning, and what it has to offer. See you then! 
 

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