Star Wars: Unlimited · Aspects
Cunning is Star Wars: Unlimited's yellow aspect and its trickiest. It plays the most events, attacks the moment its units arrive with Ambush, hides them with Hidden, and wins by costing the opponent time: exhausting their units, returning them to hand or taking them for a round.
Cunning is yellow, one of the four style aspects. Tricks and tempo. The most events, Ambush and Hidden, and the cards that exhaust, bounce and steal.
It comes from your leader or your base. As of October 2026, 29 of the 108 Premier leaders and 17 bases provide it.
Cunning trades cards for tempo. Instead of defeating an enemy unit, it often exhausts it so it can't attack this round, returns it to its owner's hand so they pay for it again, or takes control of it for a while. Exploit Confidence returns a unit with 6 or more power to hand for 2, and Commandeer takes an enemy Vehicle that costs 6 or less, readies it and keeps it until the next regroup phase.
It has the most events of any aspect, more than a fifth of its cards, and the most units with Ambush (attack a unit the moment it is played) and Hidden (can't be attacked the phase it is played). Both reward playing a unit at the right moment rather than on curve, which is the Cunning habit: hold a card until the action where it swings the round.
Its units are the cheapest on average of any aspect, so a Cunning deck often takes more actions in a round than its opponent. Jod Na Nawood is a 3-cost Sentinel who can exhaust every unit in an arena when played if you pay 4 more, yours included, which on the right round leaves the opponent with nothing ready to attack back.
How aspects and the aspect penalty work →Strengths
Weaknesses
Counted from the 1,409 non-leader, non-base cards in the six Premier-legal sets as of October 2026, a reprint counted once. A card with two aspects counts for both.
The most common traits on Cunning cards: Vehicles, the Underworld and Force users, with the most Fringe characters and Tactic events. Of the 344, 144 print only Cunning and fit any deck with a Cunning leader or base; the rest also print Heroism, Villainy or a second style aspect.
Each prints the Cunning icon and nothing else, so it plays at printed cost under any leader or base that provides Cunning.
Boba Fett, Family Found
Homeworlds #225
Ambush payoff
Jod Na Nawood, We Don't Want War
Ashes of the Empire #219
Exhausts an arena
Exploit Confidence
Homeworlds #238
Bounce
Commandeer
Jump To Lightspeed #235
Steal
5 cards in the Premier sets print two Cunning icons, such as Zuckuss, The Findsman and Libertine, Under New Ownership. To play one at printed cost, your leader and base together need two Cunning icons, which usually means a Cunning base under a Cunning leader.
A leader with Cunning almost always pairs it with Heroism or Villainy. One leader from each pairing, not a ranking; each pairing's page has more.
Han Solo, Never Tell Me the Odds
Jump To Lightspeed #017
Cunning Heroism
Jabba the Hutt, Crime Boss
A Lawless Time #015
Cunning Villainy
A deck is usually named by its leader's two aspects. These are the 2 pairings that include Cunning, each with its leaders, signature cards and which base to choose.
Cunning is yellow. Its icon is printed in yellow beside a card's cost, and on leaders and bases on the right side of the card.
Tricks and timing. As of October 2026, Cunning has the most events, Ambush and Hidden cards in the Premier sets, and leads in cards that exhaust enemy units, return them to hand or make an opponent discard. It wins by making the opponent lose time rather than units.
On a leader, Cunning almost always pairs with Heroism or Villainy, which makes Cunning Heroism (yellow-white) and Cunning Villainy (yellow-black). The base then adds a third aspect, or a Cunning base gives you a second Cunning icon for the few cards that print two.
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