Today, we’re joined by our guest contributor, wooooo! This is the fifth 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!

Vigilance common and uncommon card review:

2-1B Surgical Droid [c]: (F)

The body is too weak and the effect is too situational.

Academy Defense Walker [c]: (C)

A decently sized sentinel, although at six cost it’s a bit understated. It’s effect will likely be able to trigger in limited, as board combat is very prominent.

AT-AT Suppressor [u]: (C-)

I’m not too high on this giant guy. There is an immediate effect here, but that only serves to delay some damage if you are behind (it also exhaust your own units).

Baze Malbus [u]: (C+)

It’s hard to ensure sentinel with him, so he can feel a bit situational. However, five health at four cost will usually be able to take a hit, which then lets him trade up with the grit.

Cargo Juggernaut [c]: (C)

You really want this to give you the heal, but when it does, it’s a pretty solid drop.

Cloud City Wing Guard [c]: (D+)

The two attack is too low impact, and no relevant traits makes this filler.

Consular Security Force [c]: (C)

Number overall big on these guys, and they make for a good buff target.

Death Trooper [c]: (B-)

These troopers do some really good work, and can lead to some snowball games when they come out and kill an opponents turn one play. But even in their less impactful plays, they are effective and also have good synergy with other grit units and the Krennic leader.

Devotion [u]: (D-)

I don’t even like the upgrades that give +1/+1 for one cost, so shouldn’t be too surprised that I don’t like one that costs two. If you’re getting aggroed out really hard and have a cheaper leader to stick this on, maybe you can sideboard it in.

Distant Patroller [u]: (D)

Extremely weak body, and the payoff is hard to pull off. Try to avoid.

Entrenched [u]: (C+)

Entrenched can setup some really problematic board states for your opponent, giving you a huge threat that can brawl for a while. In a pinch it can be used as removal, although that usually involves completely conceding an entire arena.

Guardian of the Whills [c]: (D-)

Mostly this is unplayable, but if you have drafted a few force payoffs like Force Throw and The Force is with Me, you might want to squeeze them in (could push up to the low C range). Even with the payoffs though, the body is incredibly middling, and the upgrade text on this is largely irrelevant.

Inferno Four [u]: (C+)

Premium two drop for blue villain here, decent body with a very relevant effect. Unfortunately, it’s unique, so you can’t jam multiples at the same time.

Kanan Jarrus [u]: (B)

One of the best pure four drops in the format, has premium stats, relevant traits, and a powerful healing effect.

Lieutenant Childsen [u]: (C-)

This one is tough to grade. In a deck with >50% blue cards, I’d probably play him and be okay with him coming down as a 4/4 sentinel often enough. If you can consistently make him 5/5, then this bumps in to the B range, but that requires your deck to be heavily tilted towards blue. I wouldn’t really consider the 6/6 feasible in limited, as it involves skipping on of your first two turns, and will likely require you to be in mono-blue.

Make An Opening [c]: (C-)

The biggest thing this does is destroy Seventh-Fleet Defender, but this also has the ability to enable your units to trade up in value. The heal is relevant as well, and it’s a decent card. I just don’t want multiple copies of it generally, as it can be pretty narrow.

Moment of Peace [c]: (D)

Pretty low impact to be worth a card slot, but it’s not embarrassing.

Power of the Dark Side [u]: (B-)

I think this card is much better in constructed than in limited, but it’s still quite good in limited. This card destroys the worst unit your opponent has, so you will need to put in leg work to make that matter. But there is tremendous upside on this card if you can position it right.

Protector [u]: (F/C-)

If for some reason you’re in mono blue I guess you can run it. It’s still pretty mediocre there.

Repair [c]: (F)

Nope.

Resilient [c]: (F)

Also, nope.

Restored ARC-170 [c]: (C+)

Solid early drop in space, has the good rebel trait and some additional value.

Rugged Survivors [c]: (D)

Way too small to be good at five, all the abilities on it are okay but situational.

Scout Bike Pursuer [c]: (C-)

Without any synergy this is pretty awkward and will generally need to attack in to something in order to then trade in to something after. But if you have a bunch of Death Troopers or are drafting for Krennic, it gets a bit better.

System Patrol Craft [c]: (C)

Decent space body with sentinel. No relevant traits holds this back from a higher grade.

Takedown [u]: (B+)

Premium removal. Can cleanly answer large units, can kill leaders, gets through shields.

The Force is With Me [u]: (B/D-)

This force payoff isn’t completely useless without a force unit, but with one it’s really solid. Works much better if you have a force leader, so this is tailor made for Chirrut.

The Ghost [u]: (B)

This six drop is quite a beast in the air, and I’m not factoring in the bonus spectre stuff in this grade. If you happen to have a bunch of spectres in your deck, this can get out of hand. What keeps this out of the A range is that it doesn’t have an immediate board impact.

Vanquish [c]: (C+)

I want my blue decks to have this card in it, but multiple copies can be clunky. Sometimes you just need to destroy anything, and this does that (except leaders of course). It’s expensive and sometimes doesn’t line up right with what your opponent is doing though.

Vigilant Honor Guards [c]: (C-)

These guys are fine, they have good stats at the five cost slot, good traits, and a temporary sentinel.

Wilderness Fighter [c]: (C-)

Not having good traits really holds this shielded guy back, as he can’t get buffed by the rebel payoffs, but he’s still decent filler.

Yoda [u]: (B-)

You get a lot from Yoda at the cost of one attack from the baseline 3/4 stat line that three drops have. Replacing himself when he dies is great, and he has the force trait.

Top 5 Vigilance Commons:

Death Trooper: (B-)

Vanquish: (C+)

Restored Arc-170: (C+)

System Patrol Craft: (C)

Consular Security Force: (C)

Closing

Vigilance has a pool of some powerful cards that are primarily locked behind the heroism/villainy alignment, while also having a shallower pool of powerful commons than the other colors. This makes drafting vigilance early a bit inflexible, but if you identify an open lane for yourself, you can get paid off. Vigilance also has access to some of the most consistent removal events in the game, which is quite powerful in limited.

Previous Articles in the Series

Intro & Leaders/Bases

Aggression Commons & Uncommons

Command Commons & Uncommons

Cunning Commons & Uncommons

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