Today, we’re joined by our guest contributor, wooooo! This is the second in a multi-part series on draft for SWU. We’re excited to watch him break down every card in the game for its utility in draft. Check out his initial guidelines for these ratings in the intro article here. Take it away wooooo!

Aggression common and uncommon card review:
Admiral Ozzel [u]: (C-)

My dear friend Ozzel is a playable two drop with an okay effect. 2/3 is a weaker stat line than 3/2, which pushes down his grade.
Ardent Sympathizer [c]: (D+)

The 3 health leads to very easy trade downs, and it’s hard to keep his power high reliably enough. Try to avoid.
Benthic Two Tubes [u]: (D+)

I’m not a fan of cards that can die easily without taking anything down with them. This card does gain some value if you pair him with the Leia leader and in a deck with a lot of red cards and other rebel matters cards. He’s not bad, he’s just pretty replaceable.
Cantina Braggart [c]: (F)

Basically, what was written about Benthic Two Tubes multiplied 100x. This guy dies to everything and does nothing on defense.
Death Star Stormtrooper [c]: (C+)

A 3 power turn one play. I value these cards pretty highly, and this one only costs one.
Disabling Fang Fighter [c]: (C)

A decently stated space unit with upside. Pretty happy including this on most decks.
Fifth Brother [u]: (B-)

This bro can do a lot of work. There is a very high ceiling here, but he does have an actual floor because he’s underpowered on defense compared to most three drops. He also enables force payoffs!
Fighters for Freedom [u]: (C)

Solid stats, good traits, and relevant abilities.
First Legion Snowtrooper [c]: (C-)

Another average 2/3 for red villain, you’ll play them often because skipping turn one can hurt a lot in draft.
Force Choke [u]: (B-)

Cheap removal is very rare in this game, and this can destroy units much more expensive than it is. The downside here is real (the card draw, can’t hit vehicles), but many draft games snowball based on board presence and less so based on card quantity.
Force Throw [u]: (A-)

If you don’t have force units, don’t run this card, and if you have a few (or even more importantly, are drafting for Chirrut or Grand Inquisitor) then this is an incredible pick. This card is a constructed all-star, so if you can enable it in draft, it will be one there as well. This card will likely get passed around the table a good deal as well, as most decks won’t be playing force units. Be on the look out here.
Forced Surrender [u]: (D-)

You may as well surrender after playing it in draft.
Green Squadron A-Wing [c]: (B-)

One of the best turn one plays for any hero deck gets a high grade. There aren’t many cards that deal with this favorably early in the game.
Guerilla Attack Pod [c]: (C+)

A pretty beefy card for aggressive decks, but note that the ready effect works when you’re low on health too, so it’s mostly just a pretty good card. Sabine’s Firespray won’t disappoint too often.
Imperial Interceptor [c]: (B-)

This is a premium space unit in villain red, allowing you to cleanly answer most of the two and three cost space units that would be coming down before it.
Infiltrator’s Skill [c]: (D)

A pretty weak upgrade, but can sometimes squeeze in if you’re playing a very aggressive deck.
Jedha Agitator [c]: (D-)

A very poorly stated two cost unit, with a very situational effect to boot. Not worth it.
Karabast [u]: (C)

I’m pretty high on removal in this format, but Karabast is in a tricky spot, requiring some setup to turn it on. Not a high value pick, but something that will make most red hero decks.
Keep Fighting [c]: (D)

Some decks do trend very low to the ground and extremely aggressive, so it can find some play there, but most limited decks fall more in the “midrange” variety, so most decks probably skip this one.
Mission Briefing [c]: (F)

Yeah, this one is sad. Divination (for those of you who played MTG) feels like it should be much better, but this is such low impact in this game, and sets you too far behind on board for such middling value.
Occupier Siege Tank [c]: (D)

Understated for its cost, just filler.
Open Fire [c]: (B)

Premium removal. This hits any arena, no shenanigans involved. Single aspect cards this powerful will get snagged up very early.
Partisan Insurgent [c]: (D+)

This card reads a bit stronger than it is. The requirement to have another red unit in play forces you to deploy units before getting an attack in with him, which can leave you vulnerable. Also, on defense, yeesh.
Power Failure [u]: (D-)

Consider bringing this out of the sideboard if you are dealing with a lot of upgrades.
Precision Fire [c]: (D-)

Without troopers, this card is a straight F. With them, well, still nothing special.
Rallying Cry [u]: (F/D-)

I just can’t envision a limited deck actually making use of this card.
Ruthless Raider [u]: (A-)

A true powerhouse, this is a hard to remove threat with a powerful enter and leave play effect. Being able to provide pressure on your opponent’s base with direct damage is very scarce in this game, and this boat does it while also helping you take control of the board. Draft it highly.
Sabine Wren [u]: (C+)

Sabine is one of the better two cost ground units you can open with, and there’s not much downside here. She’s a good card, but the power ceiling here isn’t off the chart, and you can mostly fill your deck with other slightly worse two drops, which keeps this from reaching the B grade.
SpecForce Solider [c]: (D)

I’m not a fan of the one/two cost cards that die without trading effectively. It won’t be a catastrophe to include in a main deck, but I aim to do better.
Star Wing Scout [u]: (C+)

A pretty decent beater in the air, this can deal a ton of damage if your opponent is not prepared in space. It does often trade down (everything kills this), but if you game it so you get the card draw, it still gives you value.
Wampa [c]: (C+)

Wampa is chunky, and that’s pretty good. There’s not much synergy to be had, but it has good stats on curve which is often all you need to a game of limited.
Zeb Orrelios [u]: (B)

Unlike in constructed, you often get to ready up your five cost units before they instantly die and provide no value. And when you ready Zeb up, you get to really mess with your opponent. Just be aware that for Zeb to complete an attack he has to survive.
Top 5 Aggression Commons:
Open Fire: (B)
Green Squadron A-Wing: (B-)
Imperial Interceptor: (B-)
Wampa: (C+)
Death Star Stormtrooper: (C+)
Closing:
Aggression has a solid mix of removal options and powerful early game units. The heroism cards are slanted more aggressive while the villainy cards tend to be a bit more controlling. Overall, aggression has a bit more draft fodder than the other aspects (cards in the D/F range), but also has access to powerful commons that should be plentiful in a draft. Keep your eyes peeled for Open Fire getting passed to you, as that could be a great sign that red cards are being under drafted.





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