Chasm/Abyss
review by Jeff Hansen
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These underrated cards don't seem to be used very often, but have the ability to cause your opponent some additional force loss. Let's take a look at them:
This effect is immune to Alter, and has a 4 destiny number - that's a good start. "Deploy on table. If a unique (.) card is drawn for destiny and a dupl icate is on table, destiny card is lost (destiny =0). If duplicated card is a character, it loses immunity to attrition for rest of turn and player must lose 2 force or lose that character."
At first glance, this is a great defense against opponents who like to put 5 of every main character in a deck. Players draw quite a few destinies during the course of a normal game, so a duplicate unique card eventually might show up as a destiny draw.
As a stand-alone card, it works pretty well, but how can somebody unlock its full potential? By forcing the opponent to make additional destiny draws! This can easily be done with asteroids, Captain Han Solo's ability, Figrin D'an, Barquin D'an, Epic Duel, Tallon Roll, etc. Your opponent will be drawing so many destinies that if they have duplicate unique cards in there, they'll hit 'em! This is a pretty straightforward card with no real hidden uses, but it's definitely worth having one in certain decks. Just make sure that you don't have too many duplicate unique cards, or it could backfire!