Secrets of Twin Suns and Drafting

Guest author Dan, aka The Flying Writer, brings us some new Twin Suns decks plus general thoughts on Secrets of Power.

Everything is finally released for Secrets of Power (SEC). We got our first double aspect leader, a Twin Suns rule update in Comprehensive Rules 6.0, a new keyword, some new rules, and a bunch of cards that are ready to slot into trait specific leaders. I’ll tackle a couple of SEC leaders mixed with some older leaders that will showcase some rules interactions that I find interesting. Also, FFG announced some fantastic news in regards to Twin Suns that I think will make current players happy and bring new plays to this wonderful format. Last, I’ll give a quick few tips to get ready for drafting after Pre-Release weekend. Let’s get at it!

First, the… Reveal

On 23 October, FFG had their retailer presentation at Spiel Essen (a game convention in Germany) revealing there will be precons specifically for Twin Suns. It was reported (thanks to u/MoTheMonster_ ) that the presenters said there will be new leaders designed specifically for Twin Suns. That’s super exciting, and I am also hoping they add Twin Suns only cards. “Like what” you ask? I would love to see 40 HP bases, some Twin Suns specific cards (such as a unit getting a boost if both leaders are deployed), and for the love of god make the base hyperspace foil.

Speaking of “reveal…” A synonym for reveal is “disclose” and that’s a new rule in SWU. The CR 8.1 states: if an ability instructs a player to “disclose” some number of aspect icons, that player reveals any number of cards from their hand. If the revealed cards collectively have at least the aspect icons specified by the ability, then the condition is fulfilled and the rest of the ability is resolved. For example, Vice Admiral Rampart can give experience tokens on attack if you disclose two command icons and a villainy icon. Not too shabby when you’re trying to beef up a couple units.

The Plot Thickens in SEC

Yeah, the puns are rolling today and I am going to keep em going. “Plot” is the new keyword in SEC. First, let’s define what Plot is and what it does. The CR 7.8.A-D tells how Plot operates. Essentially, it is similar to Smuggle in that it is a card that can be placed in the Resource zone and when certain conditions are met then you can play them. The conditions in this case is when your leader is deployed you can play the card as a triggered ability. Furthermore, you can play multiple Plot cards if you can afford it. This has huge potential to vomit a lot of cards into arenas when you flip your leader.

I’m not going to lie, it’s not as good in Twin Suns as it is in Premier. Why? Well, you have a singleton of that card as opposed to three of the same card in the latter format. An example is Cinta Kaz. A player is a lot less likely to draw that single card to use when deploying Luke or Vader pilot, as opposed to having three in your 50 card deck. So, why is Plot so good? Because “Plot” is a keyword that resolves like the triggered ability: “When you deploy a leader: You may play this card from your resource zone by paying its cost, replacing it with the top card of your deck. This ability is active while this card is a resource.” Let me tell you, putting Pilot Asajj onto a damaged Scimitar, with a Motti on the field, playing Kaz, and then essentially double attacking for at least 20. I’ve done it once so far, and it was lovely.

Quick Draft Primer and Casual Mindset

Real quick, here’s a mini-primer for drafting SWU. Drafting is one of the two official limited formats in SWU. That means you’ll have a minimum of one leader, one base, and 30 cards in a deck. In drafting, you’ll open three packs, remove the leaders (without looking at any other cards), and then place the cards face down. Personal technique: I spit the packs open along the seam/fold on the pack and leave the cards in the pack face down until they need to be used. That way there is no chance to accidentally have spillage of packs. You will draw massive ire from the pod if you mix the packs up.

Next, you’ll pick one leader out of those three and pass the other two to the right. This kind of sets the tone for the rest of your draft. People will pick the “best” leader and pass what they think is the “worst.” The first two leaders you get are pretty much going to dictate how you pick cards in the draft. Almost assuredly, DJ will be your third leader.

Now we’re onto drafting the individual cards for your pool. You’ll pick one card and pass the rest of the cards face down to the left (remember, leaders went to the right. Now you pass the first pack to the left, second pack goes right, last pack goes left).

“Which card do I pick, Dan?” Well, there’s a few things you need to consider when making your first pick:

  1. I need synergy with my leader.
  2. I need to think about my resource curve.
  3. Some chase cards are worth “skipping” a pick for (if you open a hyperspace foil Obi-Wan, you should probably snag that)

Limited is typically won through having a better board state than your opponent. You’re probably not going to Bossk Blue control your way to a win. Limited is typically won with aggro to midrange decks. With that in mind, keep this acronym in your head: BREAD.

  • B: Bombs – the big units that will push a lot of damage and probably have extra abilities (think of Shadow Crawler, or Fulminatrix)
  • R: Removal – cards that get rid of the other player’s units, like Retaliation or Let’s Call it War. Try to think outside of the box (I once saw someone use Wat’s ability, buff a unit, then play Legal Authority to capture a unit they normally wouldn’t be able to)
  • E: Extra Abilities – keywords like Sentinel, Saboteur, or Overwhelm that’ll help give extra oomph to units
  • A: Aggro – cards that put out lots of damage per cost
  • D: Duds – just units to fill out your curve

To achieve a good resource curve (meaning playing something meaningful each turn, and using all of your available resources), and not getting into hypergeometric calculations, a good rule of thumb I live by is: 69, 68, 69. That’s six to nine one- or two-cost units to play turn one, no more than six to eight events/upgrades, and try to get six to nine space units. Follow these tips and you’ll probably do alright drafting in SWU

Rebels, Imperials, and “Four” Color Fun 

I am going to be building both of these decks. I am super excited about this set on how it is rounding out the first full calendar year of Star Wars Unlimited. The longer I play, the longer I find that keywords are better in formats. For example, I love Coordinate in Twin Suns but I know it is kind of lacking in Premier. In any event, enjoy these two decks. Just remember: Governor Pryce can ready a token if it has a pilot on it… to include Darth Vader – Victor Squadron Leader or even another player’s unit if the politics suit you.

My son and I brew Twin Suns decks all the time and we were definitely with the unique leader in SEC. There’s the first dual single color aspect leader, DJ – Need a Lift? so we just had to create something. The new rule for Twin Suns to accommodate DJ is: Exactly 2 different leaders whose faceup sides at the start of the game cannot have both the (Heroism) and (Villainy) aspects. This is our first hack at DJ. Let us know what you think or what you’re doing with DJ in Twin Suns.

Eyes Forward, Troopers

I cannot wait to incorporate SEC into my Twin Suns collection. I know people are going to be coming up with some cool leader pairings so please let me know.

Be cool to your fellow players, be cool to your judges, hydrate, eat well, exercise, and wear clean socks. 

Hit me up anytime on Bluesky @TheFlyingWriter or Reddit at u/TheFlyingWriter