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Raid 1 (This unit gets +1/+0 while attacking.)
On Attack: If you control a leader unit, you may exhaust a non-leader unit.

Re-playable limited experience of Star Wars Unlimited's first set, Spark of Rebellion.

High-power Rebellion era SWU Cube.

A (hopefully) beginner-friendly cube of my favourite cards I come across as I explore the game. Power level is nice and low, without too many complex mechanical tricks to learn.

Welcome to Tigertemprr's Twin Suns 480 Cube! I have built many cubes for Magic: The Gathering (e.g. Commander Cube) and our playgroup wanted to branch out into multiplayer in other TCGs. We landed on Star Wars Unlimited's Twin Suns format. This Cube supports draft for up to 8 players (60 cards x 8 players) and 3-5 player games.

This is a cube that tries to maintain a relatively narrow power band by excluding power outliers. Within that constraint I try to maximize synergies within the cube as much as possible.

This is a singleton cube with cards drawn mostly from SOR, JTL and LAW though all current sets are represented. The theme is rebels vs imperials.

My take on a peasantish (common/uncommon/special rarities) cube covering all sets, mostly just curated to suit my tastes and preferences. Generally trying to lean towards interesting abilities and leader synergies over raw power or stats but I haven't fully culled the powerful and iconic stuff from the early sets.

This cube supports up to 12 players draft, or 6 players scealed with 36 boosters of 14 cards each. Most leaders are easy to build around or offer easy enough support (Hera players will find many spectre cards to draft) The cube does not include any "complex" card that might require advanced rulings, and these abilities are completely absent from the cube: smuggle, bounty, plot, exploit, force token, It does include some advanced mechanics such as pilots, disclose and coordinate, but does not focus on them too much.
Appeared in 3 packs