Star Wars: Unlimited · Aspect Combinations

Command Heroism (Green-White) in Star Wars: Unlimited

Command Heroism fields the largest hero army. Its leaders grow units with Experience and Force effects, make tokens and play units from outside their aspects, and its decks win by outnumbering the opponent.

Command Heroism means a leader with the Command (green) and Heroism (white) aspects. The hero side's army: wide boards of Rebels, Jedi and Mandalorians, Experience tokens, and big units arriving early.

Also called Green Heroism or green-white. As of October 2026, 12 of the 108 leaders in the six Premier-legal sets have exactly these two aspects.

How Command Heroism Plays

Command brings the most units of the four style aspects, the most Overwhelm, the most Experience tokens and cards that put extra cards into your resources. Heroism brings the Rebel Alliance, the Jedi, the Republic and the Mandalorians. Together they make the hero side's army deck, in both arenas.

Several leaders loosen the aspect rules. Hera Syndulla, Not Fighting Alone ignores the aspect penalties on Heroism units you play while you control 2 or more units, so a Heroism unit of any aspect plays at printed cost. Avar Kriss turns the Force into power: deployed, she is a 4/10 that gets +4/+0 and Overwhelm while the Force is with you. Bo-Katan Kryze, Reclaiming Mandalore makes Mandalorian tokens once you have a unit in each arena.

The deck usually wins by having more units than the opponent can deal with, then making the strongest of them bigger. Its finishers reward a wide board: Luke Skywalker, Answering the Call deals 3 damage to each enemy unit when played if you control at least 4 units.

How aspects and the aspect penalty work →

What It Does Well, and What It Doesn't

Strengths

  • Wide boards in both arenas, which strains removal that answers one unit at a time.
  • Experience tokens and Overwhelm make its units hit harder each round they survive.
  • Some leaders, such as Hera Syndulla, make Heroism cards of other aspects cheaper to include.

Weaknesses

  • Effects that hit every enemy unit at once can undo several rounds of building.
  • Its removal comes mostly from attacking with bigger units, so a well-defended board can stall it.
  • Villainy cards cost at least 2 more, and its 8- and 9-cost units are slow to arrive without resource help.

Command Heroism Leaders

Four leaders that show what the pairing does, not a ranking. Each has exactly the Command and Heroism aspects; the leader's front is shown, and its card page has the deployed side.

  • Hera Syndulla, Not Fighting Alone: While you control 2 or more units, ignore the aspect penalties on Heroism units you play. Deployed, she adds Restore 1 and keeps the same ability.
  • Avar Kriss, Marshal of Starlight: Exhausts to create your Force token. She deploys once your resources plus the times you used the Force this phase reach 9, as a 4/10 who gets +4/+0 and Overwhelm while the Force is with you.
  • Bo-Katan Kryze, Reclaiming Mandalore: For 2 resources, creates a Mandalorian token if you control a unit in each arena. Deployed, other friendly Mandalorians get +1/+0, and her Epic Action counts your Mandalorian units toward the 10 it needs.
  • Wedge Antilles, Leader of Red Squadron: Plays a card from your hand using Piloting for 1 less. He can deploy as a pilot on a friendly Vehicle, and that ship then makes the next Pilot card you play that phase cost 1 less each time it attacks.

Signature Cards

Cards printed in exactly these two aspects, so any Command Heroism leader plays them at printed cost whatever the base.

  • Luke Skywalker, Answering the Call: Restore 1, and when played, if you control at least 4 units, he deals 3 damage to each enemy unit.
  • Yoda, My Ally is the Force: When played, you may use the Force to heal 5 damage from a base. Each time you use the Force, he may deal damage to a unit equal to twice the number of units you control.
  • Rey, Skywalker: An 8-cost 9/9 that opponents can't take control of and that can't be defeated by enemy card abilities, so it has to be beaten in combat or with damage.

Choosing a Base

Your base adds one aspect icon to the two on your leader. A base of another aspect gives the deck a third aspect; a Command base gives it a second Command icon instead. The third column counts the cards each choice plays at printed cost, out of the 1,409 non-leader, non-base cards in the Premier sets as of October 2026 (a reprint counted once).

Base aspectYour deck's aspectsCards at printed costWhat it adds
Vigilance (blue)Command, Vigilance and Heroism536Sentinel units, Shield tokens, healing and removal that defeats units
Command (green)Two Command icons and Heroism323A second Command icon, for the 5 double-Command cards
Aggression (red)Command, Aggression and Heroism538Direct damage, Raid and Saboteur, and the highest power for the cost
Cunning (yellow)Command, Cunning and Heroism545Ambush and Hidden units, the most events, and exhausting and bouncing units

An army deck wants to keep its units alive or make them land harder. Vigilance adds Sentinels and healing that protect a wide board; Aggression adds Raid and direct damage to clear blockers; Cunning adds Ambush units and the widest card pool of the four. Under Hera Syndulla the choice matters less for Heroism units, since she removes their penalty, so pick the base for its events, upgrades and ability.

Only 5 cards in the Premier sets print two Command icons, such as Mace Windu, Austere Centrist and Oppo Rancisis, Ancient Councilor. That is why a doubled base is the exception. Every Villainy card costs at least 2 more whichever base you pick, since bases never provide Heroism or Villainy.

Other Aspect Combinations

Frequently Asked Questions

What leaders are Command Heroism in Star Wars: Unlimited?

As of October 2026, 12 leaders in the six Premier-legal sets have exactly Command and Heroism, including Hera Syndulla (Not Fighting Alone), Avar Kriss (Marshal of Starlight), Bo-Katan Kryze (Reclaiming Mandalore) and Wedge Antilles (Leader of Red Squadron).

What base should a Command Heroism deck use?

A base in a third aspect raises the cards you can play at printed cost from about 323 to between 536 and 545 of the Premier pool, and Cunning gives the widest pool. Vigilance protects the board and Aggression adds damage. A Command base fits only if you want Command's double-icon cards, such as Mace Windu (Austere Centrist), at printed cost.

What does Command Heroism do best?

It builds the biggest board on the hero side. Its units come in large numbers, grow with Experience tokens, and reward you for controlling several units at once, which makes it strong against decks that remove one unit at a time.

Build a Command Heroism deck and see what it really costs.

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