Star Wars: Unlimited · Aspect Combinations

Command Villainy (Green-Black) in Star Wars: Unlimited

Command Villainy is the dark side's army. Its leaders make capital ships cheaper, play two units in one action and hand out keywords, and its top end includes some of the largest units the game prints.

Command Villainy means a leader with the Command (green) and Villainy (black) aspects. The Imperial and Separatist war machine: capital ships, TIE Fighter tokens, Experience and some of the biggest units in the game.

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

How Command Villainy Plays

Command's units, Experience tokens and resource effects meet Villainy's Empire, First Order, Separatists and Underworld. The result is the dark side's big-unit deck: it develops a board in both arenas and then plays units the opponent's removal struggles to handle.

The leaders each speed up that board in a different way. Admiral Piett plays Capital Ship units for 1 less, and deployed, every Capital Ship you play costs 2 less. General Grievous, Separatist Warlord plays two units from your hand in one action, a large gain in a game where players trade single actions. Grand Admiral Sloane, once deployed, gives every other friendly unit Overwhelm and Sentinel. Darth Vader, Might of the Empire gives your units that cost 3 or more Raid 1.

The top end is where the pairing is unlike any other. Executor is an 11-cost 12/12 with Overwhelm that creates 3 TIE Fighter tokens when played, on attack and when defeated, and Supremacy is a 12-cost 12/12 with Ambush that gives your other Vehicle units +6/+6.

How aspects and the aspect penalty work →

What It Does Well, and What It Doesn't

Strengths

  • Some of the largest units in the game, with leaders that make them cheaper or faster to deploy.
  • Tokens and multi-unit plays fill both arenas quickly.
  • Overwhelm and Experience turn a board lead into base damage.

Weaknesses

  • Its expensive cards make early rounds awkward if the cost reducers don't show up.
  • Effects that defeat or capture a unit answer a huge investment for a fraction of its cost.
  • Heroism cards cost at least 2 more, which keeps the hero side's healing and Sentinels out at printed cost.

Command Villainy Leaders

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

Signature Cards

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

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 Villainy536Sentinel units, Shield tokens, healing and removal that defeats units
Command (green)Two Command icons and Villainy320A second Command icon, for the 5 double-Command cards
Aggression (red)Command, Aggression and Villainy536Direct damage, Raid and Saboteur, and the highest power for the cost
Cunning (yellow)Command, Cunning and Villainy540Ambush and Hidden units, the most events, and exhausting and bouncing units

A big-unit deck needs to reach its big units. Vigilance adds removal and healing that cover the early rounds; Cunning adds exhaust effects and the widest pool; Aggression adds Raid and direct damage for a faster version that uses Darth Vader's Raid. A Command base gives up about 220 cards for Command's double-icon units and the base's own ability, which suits a deck that is almost all Command already.

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 Heroism 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 Villainy in Star Wars: Unlimited?

As of October 2026, 12 leaders in the six Premier-legal sets have exactly Command and Villainy, including Admiral Piett (Commanding the Armada), General Grievous (Separatist Warlord), Grand Admiral Sloane (Holding the Empire Together) and Darth Vader (Might of the Empire).

What base should a Command Villainy deck use?

A third aspect raises the cards you can play at printed cost from about 320 to between 536 and 540 of the Premier pool. Vigilance helps survive until the big units land, Cunning gives the widest pool, and Aggression suits a faster build. Which fits best depends on the leader and on how much of the deck costs 7 or more.

What is the difference between Command Villainy and Command Heroism?

Both are army decks. Command Heroism goes wide with Rebels, Jedi and Mandalorians and rewards controlling many units; Command Villainy leans on the Empire's capital ships and token-making flagships, and its leaders focus on getting expensive units out sooner.

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

TurnZero HQ's deck builder checks the Premier rules and shows each off-aspect card's real cost under your leader and base. Track your games and Stats breaks your results down by Leader and by Base. Free to start.

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