The Grifters: Mill Harder

Card draw simulator
Odds: 0% – 0% more
Derived from
The Grifters 14 11 9 1.0
Inspiration for
Not my deck 0 0 0 1.0

smerle 879

This is rev 2 of my 3-character mill deck. Please read the v1 description about the deck, as I'll talk about the changes here.

Out
Infamous - it did help speed up the claim, but the 1-cost is actually a big deal, especially with what were are adding below.
Cheat - you can get by without it and the losing a card bums me out too much. Confiscation - again, money. Deck wants to run thin in order to play Loose Ends and it's 3-cost upgrades.
Con Artist - too slow, save money to slap the Knucklers down.
-1 Blackmail - it's REALLY good once you have Fast Hands, but you need Fast Hands first. So I want this late once I have FH set up somewhere safe as the finisher. Meanwhile, we will use Vibroknucklers for added discard.

In
Vibroknucklers - The One Punch Vader combo piece returns! Thanks to Tiny Grimes for this suggestion (and I'm sure others did as well, but he convinced me). Blackmail is good when we have Fast Hands, but the Knucklers are always good. Pay 1 and it's BM discard sides. Also had a problem where Guava was the last one standing and didn't have good way to clear out the hand, so adding more consistency for that.
Bait and Switch - Flip Jabba for big discard, OR as crossjd pointed out in the comments in 1.0, use it to flip Guav to Range, play Loose Ends, then have another action (claim CC for 6 cards!).
Friends in Low Places - I tried to go without, but it's too good. It's free, it mills one, it gives you information. Play it.

20 comments

SwEEEEEtDookie 19

I know the idea of claiming fast and milling your opponent 2. But I'd rather not risk it because sometimes you can end up being milled by you opponent. I like the deck but made a few changes for my play style. Took put On The Hunt added Dark Presence. Removes a die without taking an action. Tool out New Ordersand added Interrogation Droid. And changed battlefield to Otoh Gunga - Naboo.

smerle 879

@SwEEEEEtDookieIve played mill since the beginning and what I've learned is that the CC claim is the only way for mill to win consistently. It's our Planetary Uprising!

I'm not a fan of Dark Presence in mill and OH BOY have I tried hard to make it work. The problem is as the game goes on, the dice pool grows. And DP gets worse. I like it in a midrange deck like Dooku/X where we remove characters and shrink the pool as we go, which makes it great late game control.

If you want to go slower, swap out NS for Tie Pilot and add Inpsections and other red events.

Double Blanks Gaming- Jay 2232

Hey man, tested out your Grifters deck today, I am not use to playing mill so I definitely didn't do this deck the justice it deserves but I definitely enjoy the idea of this deck! Thought maybe you would like seeing someone play it!

www.youtube.com

smerle 879

@Jmiahddixoncool man! I'll give it a watch soon as I'm able!!

Mrfootball9 1

I don't like On the Hunt either. Since your using blue why not put force illusion in more survival or personal shield.

Shaadea 1

Tried v1 yesterday. 2 close losses (opponents with 1 card in hand), 2 clear losses, one win (thanks to cheat!). Problem everytime: Guava is last one standing and unable to mill the hand (deck was always empty). Each game Jabba was first target and went down turn 3 or 4 (depending how much mitigation I got).

So your changes make sense. The Knucklers are a must. Infamous hit the table in 2 games only, the other games it wasn't worth playing it. Removing Con Artist is no loss, I got it only once into play, you mill the deck fast even without it. Not sure about -1 Blackmail though. I really want to get the card early as it puts a lot of presssure on the opponent.

Friends in Low places is no brainer. Bait and Switch did good in other decks, so should work here too.

I'm with Mrfootball9 here though, I believe that Force Illusion gives more protection than Armor Plating - it's definitely not worse. On the Hunt was ok for me though, not great but nice when you roll the special at the right time.

This deck could need a finisher like Hyperjump, ending the turn immediately when you milled him down, before he can kill your last one and still win.

smerle 879

@Mrfootball9 @Shaadea Think you are underestimating OTH. It only costs 1, has a discard, is removal, and most importantly it has a range side for another Loose Ends chance. You also use it to just ramp into the 3-cost upgrades.

I don't like Illusion in this deck. You end up milling yourself and losing cards you want to play with no way to get one back via like a Rise Again. Personal Shield costs two and it takes an extra action to get on average 1 shield, it's the Hunker Down problem. We want to resolve discards, play mill card, remove and claim asap

Shaadea 1

Misunderstanding here. OTH is nice, I just didn't get it every game and when I got it it was like turn 4 and I was then rolling blank or close combat... only once did I hit the special, which payed off.

About Illusion: you don't expect to go through your own deck. So there will be cards that you will never see or play in that one game, I'd say like 10 cards at least. You still believe that you can win the game without these 10 cards. Illusion just takes away 2 - 3 of those 10 cards. Will it discard cards that you could have used? Sure. But those cards could also have been at the bottom of your deck, you would never know. And there will be cases where the discard will free you of cards, enabling the draw of just that one card that you needed right now. Pure randomness. Unless you go through your whole deck you will loose nothing from Illusion. But I decided to replace Bolt Hole with Illusion instead of AP, as I hate to give away one of Jabbas dice.

Also I'm thinking about replacing Electroshock with One Quarter Potion. Same cost, but no yellow character condition and no limit on die value! Played twice against Luke/Rey, and he had One with the Force out both games. That's 3 dice with possible value of 3!

smerle 879

I'd keep Electroshock. Since Poe doesn't have Fast Hands anymore, it's a nice way to remove that special if he rolls it (same for emo boys). If you get going first, you have HDLY to remove any 3X, Doubt and Flank also.

Think it comes down to what feels good between Bolt Hole, Bait and Switch, Illusion, and Plating. Swapping those in/out for each other or options like 1QP. I'm also debating putting Blackmail back up to 2x.

caseymalone 12

Played a bunch with this tonight and Salvage Stand was doing nothing for me - I feel like without Unkar I'm not hitting the Resource Sides enough to justify the inclusion. Any recommendations for a substitution?

Shaadea 1

in my experience I hit the resource often enough (too often) with the Enforcer. Still I'm also not convinced about salvation stand. It helps once you have Blackmail out of course, but I also didn't miss it in the games where it didn't show up.

smerle 879

@caseymaloneUnless I've bungled the math, you actually have a slightly better chance to hit resource with Jabba and his extra roll along with Guava (1-500/1296=~61%) than you do with Unkar (1-16/36=~56%). It's definitely better early (so don't mulligan it away) and when I have it, I try to plan my rolls to take away that 1 dollar they need for removal, Force Strikes, pay sides for damage, etc

That said, 1QP probably goes in that spot if you remove it. And I think we want 2x Blackmail too.

Shaadea 1

I experimented with Force Choke on Sister, and it was nice. You have discard and disrupt on the die, and the special works as discard (you turn his die, he discards for reroll) or like mitigation (you turn his die, he has no cards in hand to reroll). Also you can use it like focus (hit your own character and turn his die to whatever). It also gives the sister something to do. Will play more and report back

stranglebat 832

Have you tried disarm? i find the death of these decks is vibroknife or just a few upgrades since your not really killing anyone. Disarm helps heaps there

Drink Blue Milk 100

@smwerle loves this!!! if i wanted to put in a second new orders what would you drop? its so important to get command center that I think it is worth it

smerle 879

@JackpotPlusYou don't NEED the 2nd New Orders. Tried it and it's not that much more helpful and I'd rather have a removal in that 2nd NO slot. When you don't have CC, you just play slower and remove dice and shield up if you can and work on getting upgrades on Guava. Then when you draw New Orders, plan out that big mill turn where you claim it twice then get moving on the claim.

I have replaced 1x On the Hunt with a 2nd Blackmail for now

@stranglebatDisarms don't work well because we don't have enough 2 ranged sides to make it worthwhile. It ends up being a dead card in your hand a lot, preventing you from drawing into the much needed LE/ND/NOs.

Scombroid 1

@smerle thank so much for sharing your work. This deck is amazing and I love running it. I've tried to love other mill decks but just felt like I was always behind trying not to die. This one is so aggro mill that my opponents are usually on the back foot. I'm still working out how to take Poe Maz because thermal hits so hard. Let me know if you have any pointers for that matchup besides just trying to take a Poe die every round.

qwerty2jam 117

@smerle Would love your latest version of this if you've made changes!

EchoJuliet 1

@smerle Second the above, especially now that EaW is out!

smerle 879

@qwerty2jam @EchoJuliet I'm on Thrawn Unkar at the moment! Will try to see if we can upgrade in a bit.