Legends Among Legends
July 1, 2025 | Written by Jayson Lindley, Tyler Fultz, and Justin Allen
Hello, everyone!
Jayson, Tyler, and Justin are here today to talk about some of our favorite Legendary-rarity cards from the fifth set of Star Wars™: Unlimited, Legends of the Force!
One of the best things about creating content together is getting to tackle subjects as a team, since we tend to express ourselves as players differently. Each of us has different goals when building decks, different approaches on tournament days, and different things we love about Star Wars: Unlimited. Each set's release has come with cards that caught our eyes for various reasons, and we think one of the best things about the game is the regular influx of cards and mechanics that are aimed right at us and our favorite ways to play. We're sure that will hold true for you, too.
So…who wants to crack open some Legendaries with us?

Jayson's Pick
From the early days of the Spark of Rebellion previews, players got a clear look at one of the key breaking points in this game's card design: the 7-cost card.
There's value on offer at every resource cost, for sure, and it's important to evaluate each card within that context. But there's something special that happens specifically at 7 resources, where the premium options really start to become cornerstones of entire archetypes. It's sort of the beginning of the top end of the cost curve, home to some of the game's best haymakers such as Han Solo (Spark of Rebellion, 198), Darth Vader (Spark of Rebellion, 87), Luke Skywalker (Spark of Rebellion, 51), Maul (Shadows of the Galaxy, 90), Enfys Nest (Twilight of the Republic, 198)…I genuinely could keep going, but you get the picture. These are some of the most iconic cards in the game.
So, imagine my delight upon learning that my favorite Star Wars character of all time was joining these hallowed ranks.

Oh man. Just look at him! I can't wait to pull one of these bad boys out of a pack. The art is spectacular, the traits help him fit into a variety of decks, and, crucially, he offers the kind of value that you expect from one of these vaunted 7-cost units. Qui-Gon Jinn (Legends of the Force, 200)'s arrival to the scene can and will turn bad situations around, just as he does in the films!
With 7 attack and Ambush, it's quite likely that Qui-Gon will be able to eliminate a threat immediately upon entering play. His 5 health is slim, but it comes with a backup plan: if Qui-Gon should fall, he's going to remove a second threat right then and there. In Star Wars: Unlimited, the resource race is so tight that you often don't care where a unit ends up when it leaves play. Simply by removing it from the board, you've advanced your resource advantage. This means Qui-Gon's “WhenDefeated” effect isn't significantly diminished because it places the unit back in the deck instead of getting it in the discard pile. One way or another, between that effect and the Ambush, you've eliminated two sizable threats from the board.
And that's just if you get one swing! Woe unto your opponent if Qui-Gon survives that initial Ambush attack and gets to leverage that 7 power a second time. His subtitle tells the whole story: negotiations will be short.
Qui-Gon's wisdom and foresight were defining elements of his character, but in addition to those things, he was a deadly and experienced Jedi Master who was dispatched to handle some of the most critical situations the Council had to face. All of that is right here on display, and as a massive fan of the character, I couldn't be more pumped to hunt these Legendaries down and slot them into my first new deck of the set.

Tyler's Picks
Man, Jayson sure loves Qui-Gon Jinn! There's a ton of amazing characters getting their time in the limelight in Legends of the Force, but one of the things that excites me most is seeing specific mechanics expanded upon.
Unit healing has been a particular obsession of mine since the days before Star Wars: Unlimited even released. The idea that I could play high health units, strike with them, and then heal all the damage to repeat the cycle is my deckbuilding white whale. There have been some solid healing cards in the past, such as It Binds All Things (Spark of Rebellion, 75), Rey (Shadows of the Galaxy, 46), and Redemption (Spark of Rebellion, 52), among others. But these never quite reached the level of durability and repeatability to make my dreams a reality.

Enter Grogu (Legends of the Force, 246)! Grogu's 2-cost, 1/6 statline with the Hidden keyword will make him difficult to remove and give him the chance to use his miniature It Binds All Things ability multiple times. I'm especially excited to try our three-fingered friend with Han Solo (Shadows of the Galaxy, 13). Not only could he bring Grogu out for two resources, but every unit he discounts on a future turn could then act like a Daring Raid!
In addition to Han, there are a number of units that damage themselves and are ripe for using Grogu's ability. Think about using Red Squadron X-Wing (Jump to Lightspeed, 51) to draw a card AND deal two damage to an opponent. You could run the same gameplan with Royal Guard Attaché (Twilight of the Republic, 59) or Dilapidated Ski Speeder (Jump to Lightspeed, 248). Don't forget that any unit damaged by an Ambush ability could also benefit from Grogu's power. There's no better way to leverage high health units than to pair them with Grogu.
I couldn't do just one card! Players have been waiting patiently, and with the arrival of Legends of the Force, it's time for LIGHTSABERS!

Lightsabers are one of the most iconic weapons in cinematic history, and Cin Drallig (Legends of the Force, 150) is our first unit to come with one attached. With all the new sabers from Legends of the Force, there are now a whopping seventeen for him to choose from. And, thanks to the important word “free” in his text, he can take advantage of any of them while ignoring aspect penalties!
Not all of these sabers are created equally for our boy Cin, though, and there are four that he will likely benefit most from. Jedi Lightsaber (Spark of Rebellion, 54) and Fallen Lightsaber (Spark of Rebellion, 137) take advantage of his Force trait, allowing Cin to dish out additional pain on every attack. So does Kylo Ren's Lightsaber (Legends of the Force, 40), which would render him invulnerable to powerful exhaust effects like No Good to Me Dead (Spark of Rebellion, 186). There's also the ever-popular General's Blade (Twilight of the Republic, 121) which, in conjunction with Cin's Jedi trait, can reduce the cost of your units, potentially allowing a two-cost unit to join Cin the turn he's played.
The steepest hill for Cin to climb is his cost, but that General's Blade, along with the versatile Jedi Consular (Legends of the Force, 94), will give Heroism-Command decks powerful tools to reach ahead of the cost curve in Legends of the Force. Imagine a sequence where the player ramps once (with say, Resupply (Spark of Rebellion, 126)) and then uses one of those tools to drop Cin while their opponent is still at five resources. It wouldn't be hard to pull off!
Finally, Legends of the Force even contains a payoff card for stocking your deck with all the lightsabers that Cin needs to be effective: Lightsaber Throw (Legends of the Force, 176)! If you happen to draw too many, you can throw them at your opponent for extra damage. With that powerful effect in his aspect, Cin Drallig is ready to cross (and toss) blades!

Justin's Pick
I don't know about you guys, but nothing says “Star Wars” like the awesome, menacing Darth Vader ready to destroy his enemies! When tasked with picking the Legendary cards that drew my intrigue the most from Legends of the Force, I instantly locked on to Vader. The designers have done an awesome job thus far of powering up the fan favorite characters from Star Wars!

The newest version of Darth Vader (Legends of the Force, 37) comes complete with what is essentially two strong When Played abilities, if we can find a way to give him Ambush. Darth Vader comes in with a Shield token, and his powerful On Attack ability can instantly defeat a unit in play if you sequence things correctly. These potent abilities are in addition to his rock-solid stats and his very playable resource cost of 6.
From a value perspective, let's look at a card from Shadows of the Galaxy, Rival's Fall (Shadows of the Galaxy, 79). For 6 resources, I can play this card and defeat any unit in play (including leader units). A very strong effect, but for the Premier format, it hasn't seen a lot of competitive play with its high cost and single target. Now…if we can give Darth Vader Ambush, he has the exact same effect of Rival's Fall, for the exact same cost, and leaves you with a 5 power, 6 health unit as well—or a 5 power shielded unit with some damage on it, depending on how you order the resolution of your When Played abilities.
Value town, baby! This is a very high ceiling at this price point. Now we just have to get him that Ambush effect. The most common answer to that problem players have learned from the past year of Star Wars: Unlimited is playing with Command as one of our aspects. This allows us to use Energy Conversion Lab (Spark of Rebellion, 22) as our base, or include Timely Intervention (Shadows of the Galaxy, 129) to allow Vader to Ambush in with the desired effect, eliminating 2 threats from the opponent. This is the huge swing you're looking for at the 6-7 resource mark.
Even if we can't find a way to send Darth Vader rushing in, we're pretty happy to be dropping him on 6 resources with a shield. Combined with our leader deploying around this time, we are presenting two threats for our opponent to deal with that are not easily answered. I have no doubt in my mind Darth Vader will be a Legendary card every Premier player chases after!
Legends of the Force is primed to be an exciting addition to the Star Wars: Unlimited card pool! We've each found a lot to be excited about from this inspiring collection of new options, and we can't wait to be right out there with you experiencing it all on July 11th, 2025.
Happy games!
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