Star Wars: Unlimited · Aspects
Command is Star Wars: Unlimited's green aspect: the one that fields the largest army. It plays the most units of the four style aspects, grows them with Experience tokens, tramples through blockers with Overwhelm and ramps its resources to deploy bigger units than the opponent can match.
Command is green, one of the four style aspects. The biggest army. The most units, Experience tokens and Overwhelm, and the resource effects that pay for them.
It comes from your leader or your base. As of October 2026, 27 of the 108 Premier leaders and 17 bases provide it.
Command wins on board. It has more units than any other style aspect, and many of them make more units or make the ones you have bigger. General Draven creates an X-Wing token every time he is played or attacks, and Seasoned Fleet Admiral gives out an Experience token, a permanent +1/+1, whenever an opponent draws during the action phase.
It is also the resource aspect. Command has the most cards that refer to resources, from putting extra cards into your resource row to units that get better the more resources you control, so a Command deck often plays its 7- and 8-cost cards a round or two before the opponent expects. The Purrgil King is a 4/12 for 8 with Restore 4 that, when played, draws a card for every friendly unit with 7 or more HP left, itself included.
Overwhelm is the finish. A unit with Overwhelm that defeats the unit it attacks deals the excess damage to the opponent's base, so a large Command unit punishes an opponent who defends with smaller units. Command has nearly half the Overwhelm cards in the Premier sets.
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 Command cards: Vehicles, the Underworld, Rebels, Imperials and Officials. Of the 342, 145 print only Command and fit any deck with a Command leader or base; the rest also print Heroism, Villainy or a second style aspect.
Each prints the Command icon and nothing else, so it plays at printed cost under any leader or base that provides Command.
Seasoned Fleet Admiral
Jump To Lightspeed #111
Experience tokens
General Draven, Doing What Must Be Done
Jump To Lightspeed #117
Makes units
The Purrgil King, Leading the Journey
Legends of the Force #121
Big unit, card draw
Turbolaser Salvo
Jump To Lightspeed #131
Arena sweep
5 cards in the Premier sets print two Command icons, such as Mace Windu, Austere Centrist and Oppo Rancisis, Ancient Councilor. To play one at printed cost, your leader and base together need two Command icons, which usually means a Command base under a Command leader.
A leader with Command almost always pairs it with Heroism or Villainy. One leader from each pairing, not a ranking; each pairing's page has more.
Hera Syndulla, Not Fighting Alone
A Lawless Time #009
Command Heroism
Admiral Piett, Commanding the Armada
Jump To Lightspeed #005
Command Villainy
A deck is usually named by its leader's two aspects. These are the 2 pairings that include Command, each with its leaders, signature cards and which base to choose.
Command is green. Its icon is printed in green beside a card's cost, and on leaders and bases on the right side of the card.
Building a bigger board than the opponent. As of October 2026, Command has the most units of the four style aspects, the most Overwhelm cards and the most cards that give Experience tokens or refer to resources in the Premier sets.
On a leader, Command almost always pairs with Heroism or Villainy, which makes Command Heroism (green-white) and Command Villainy (green-black). The base then adds a third aspect, or a Command base gives you a second Command icon for cards like Mace Windu, Austere Centrist that print two.
TurnZero HQ's deck builder checks the Premier rules and shows each off-aspect card's real cost under your leader and base. Free to start.
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