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Lando's "Keep it Quiet" Mill Deck | 2 | 0 | 2 | 2.0 |
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Lando's "Keepin' it Real" Mill Deck | 10 | 8 | 8 | 4.0 |
Rebel Grey 136
Let's keep this one really simple. Here are the rules:
1) Make .
2) Get .
3) Mill their deck with All Quiet On The Front.
4) Play it again with Rebel.
The deck has a lot of gain. Use it, mill them hard, worry about their hand later. All the control cards in this deck are about forcing an opponent to reroll so they want to discard to reroll again, slowing them down and getting us towards our wincon. Abuse Mon Mothma - Skilled Politician's sides early to make from Lando Calrissian - Galactic Entrepreneur then transition into flipping sides on vehicles. Don't forget to activate Spy Net every single time. Lando Calrissian - Galactic Entrepreneur also has 1 on his die as well so pay attention. You should never resolve anything on Lando Calrissian - Galactic Entrepreneur that isn't or . You cannot afford too many poor die resolutions.
Find Diplomatic Immunity or U-Wing early since Lando Calrissian - Galactic Entrepreneur can get it into play on first round fairly easily. Abuse his money-making abilities and use his once you transition your game (after having enough to spend already). Fast Hands will be a big help here but it may not be necessary in the long-run. Remember that if you run short on you can always use Mon Mothma - Skilled Politician to catch back up with . Take your time and keep up on her most importantly.
One trick to keep in mind is you can use C-3PO to resolve a bunch of different dice here as if they were showing . These include U-Wing , Lando Calrissian - Galactic Entrepreneur's , and even Diplomatic Immunity's sides. Using C-3PO to pull a with U-Wing is another really obvious play you should take advantage of!
Keep up with U-Wing, Diplomatic Immunity, and Entrenched. Great plays include dumping the shields early to All Quiet On The Front then playing Entrenched or having a C-3PO setup with U-Wing to refresh them the turn afterwards. Use Rebel to catch additional All Quiet On The Front plays (preferably) but nab Entrenched if you've got another Rebel ready to go for that.
For the mathies, MAX mill is 6 with full shields using All Quiet On The Front. You might expect closer to 3 or 4 from deck with a good setup. Even if you played All Quiet On The Front just three times at 4, you've gotten 12 cards. That's probably a good enough number to shoot for and you can work on the slowly over time. Command Center - Lothal. Never take your battlefield, opting for shields on Mon Mothma - Skilled Politician. Use New Orders as a closer or against a much slower deck to claim twice in a turn to mil for another 4. Spy Net is bound to catch another 2-4 cards over the course of the game as well so keeping this card in your opening hand can help you get ahead of your target early.
OK now go to work and mill those bastards.
EDIT: Millennium Falcon is another good addition here if you want to another C-3PO target and also for the option of aggro with Planned Explosion. This deck can do it with character dice alone but I wouldn't rely on it. It can be played a bit like a Crime Lord for hero more-or-less.
18 comments |
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Actually, I hace officially built this list now:) I'm looking to play it and was curious about Planned Explosion. I know the purpose is to Mill but is this a sneak attack when they least expect it? I guess plan b is to win with damage. Can't wait to play it! |
This does look like a lot of fun, Lando looks like a surprisingly strong character. I think something that might be interesting to look at would be using Hidden Agenda as a way to toss one or two more expensive events in the deck alongside Entrenched but it's definitely something that would need to be tried out once or twice. Nice build! |
These are the chances I've made over the previous build which was getting slayed by aggro very badly. I decided to run a couple of PE's to try and act like a sort of Crime Lord for hero. I haven't had the chance to test this build out yet but it certainly has all the pieces in it now that I felt it was missing after testing. I'll give it a shot when I can but if anyone else gets to it before me, let me know! There's definitely "something" here I feel. |
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It took me some time to get rolling but I learned how to play it as the games went on. I played about 6-8 games with this deck. I won 2. I made a few mistakes. I was able to PE an Unkar and win the Thrawnkar matchup. I lost some close games but wow is this deck fun. After testing I feel as if this deck needs more permanent dice mitagation. Sound The Alarm is cute but it's a temporary fix or it could better their dice. I didn't hate using it but I didn't feel ecstatic. I felt the same with Bad Feeling. All Quiet On The Front is fun in theory but with so much aggro going in the new meta, I never felt happy losing my shields by playing it. Late game I can see it being diminished with an opponent playing more and more upgrades. Turn 1 Millennium Falcon or U-Wing happens quite a bit. Chance Cube was freaking amazing. Never any issues with resources even when an opppnent played Abandon All Hope. I'd like more protection, mitigation, and something to push this deck over the top. There is definitely something here to work with. Soooooooo much fun! My locals were impressed with what it could do:) |
Nice work dude! In my initial testing I also found being overwhelmed by dice later in the game makes it very hard to overcome, hence the inclusion of PE as killing a character is the best removal in the game, right! I wouldn't want this to fail at mill and so the reroll cards are there to encourage rerolls. I think the problem is they're not good enough and we'll have to look to negotiate and possibly honor guard to make some more removal happen. I think if the PE angle is working better then the deck leaves the mill archetype and goes for a more combo-deck functionality. Falcons and rebel can be used to play PE again as well. The issue I feel will persist without die control is once Lando dies the deck goes with him. It's a tough deck to get right and in the end it may never be uber competitive because, well, hero cards just tend to be weaker than their villain counterparts. Glad you are having fun! Joint projects are the best when deck-building :) |
Oddly enough I lost Lando both games I won while protecting Mothma. |
I think I've optimized this list My lone loss was to ePhasma/eVader but it was a nailbiter until the end. The other games weren't really close. I milled each game for the win. I was able to PE 1-2 times in the games I played tonight. Changes I've made based on your initial list is this: -2 All Quiet On The Front -2 Sound The Alarm -2 Bad Feeling -2 Rebel -1 Diplomatic Immunity +1 Second Chance +2 Field Medic +2 Loth-Cat and Mouse +1 Cheat +1 Fall Back +1 Emergency Evacuation +1 Retreat The only change I want to try now is taking out 1 U-Wing for a Launch Bay. This deck makes you think quite a bit and you have to make some key plays. Now if I can only remember to use Mon Mothma - Skilled Politician's ability I feel it would be better:) Here is the list now: Lando Mill Hero Rogue / Command Sets: From Awakenings to Empire at War BATTLEFIELD ¯¯¯¯¯¯¯¯¯¯¯ Command Center, Lothal (Awakenings #165) CHARACTER ¯¯¯¯¯¯¯¯¯ 2x Mon Mothma, Skilled Politician (Spirit of Rebellion #27) 2x Lando Calrissian, Galactic Entrepreneur (Empire at War #39) UPGRADE ¯¯¯¯¯¯¯ 1x Diplomatic Immunity (Awakenings #50) 2x Second Chance (Awakenings #137) 2x Chance Cube (Empire at War #57) SUPPORT ¯¯¯¯¯¯¯ 1x Launch Bay (Awakenings #31) 1x Millennium Falcon (Awakenings #49) 2x C-3PO (Spirit of Rebellion #30) 1x U-Wing (Spirit of Rebellion #31) 2x Spy Net (Spirit of Rebellion #98) EVENT ¯¯¯¯¯ 2x Field Medic (Awakenings #105) 1x Retreat (Awakenings #110) 2x Electroshock (Awakenings #159) 1x Emergency Evacuation (Spirit of Rebellion #90) 2x Loth-Cat and Mouse (Spirit of Rebellion #114) 2x Planned Explosion (Spirit of Rebellion #116) 1x Cheat (Spirit of Rebellion #143) 2x Friends in Low Places (Spirit of Rebellion #146) 2x Entrenched (Empire at War #90) 1x Fall Back (Empire at War #120) 2x Pickpocket (Empire at War #139) |
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That is quite a few changes! I think this deck is a different breed from the above and is yours now lol will try it out myself as well. |
I am going to test more tonight but right now I feel like I want to maintain Negotiate for certain match-ups. Emergency evac is expensive and it might be a swap here. Dodge/Block are considerations here as well. IMO the BF for this deck is always a red herring as you want the shields to start. We're slower than most decks already as it is. I'm not totally sold on removing All Quiet yet either but if the deck can reach a point of simply out-shielding and removing damage what we have is a deck winning by mill/discard which fits more of an "Outlast" deck. Meaning we just stay alive longer to win. But I think this becomes very difficult as the game progresses if we cannot kill of 1-2 characters with PE. We'll keep testing! |
Ahh the ol red herring! I think you guys are onto something here. I've been toying around the idea like this and seeing how you guys are evolving it, it's just great. I do like All Quiet On The Front and maybe just use 1 copy? More near end game so you don't lose all your shields if your sitting across the table from aggro? |
There are no issues with resources in what is going on here. Do you know how crushing it is to an opponent when you play Emergency Evacuation when they have 6-8 dice out and you haven't activated? Ask my playtesting buddy. It put him on tilt and he never recovered. I lost 1-2 dice tops. Oh they have tons of upgrades? I had Second Chance and Chance Cube out. I had about 4-6 resources available. Mothma had 0 upgrades. My opponent had 5 upgrades today with dice in the pool. I didn't pay to use Chance Cube's enter activation. Put it back in my hand. Now I have 1 upgrade out. After he used an action to manipulate dice I played Fall Back. I kept my one upgrade. He lost 4. I played Chance Cube and he was not happy. Playing this deck with how I'm running it now causes you to play situationally. Adding Loth-Cat and Mouse and the other cards including Cheat always puts me in a great place when I need a card. Using the Millennium Falcon's ability to play Yellow events can help me play anything I want when I want to. This is why I run these silver bullets in the deck. There is quite a bit of thought during each play to ensure you make the right decision. Just can't forget to maximize Mon Mothma - Skilled Politician's ability. I keep forgetting. So if you worry about resource generation, don't. If they spend time manipulating your dice it will put you ahead. Slow and steady wins the race. Since optimizing I am 10-1 with the list. I've won every game by milling and maybe I've used PE in 1/3 of the games to kill a 10 health character like Captain Phasma - Ruthless Tactician or Unkar Plutt - Junk Dealer. This deck is legit but needs more testing. I love the pairing Try these changes. Trust me you'll see the potential of the cards. I'll gladly answer any questions anyone has. I know it needs more testing and repetition to make the plays automatic. |
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I think using Mon Mothma - Skilled Politician's triggered ability could help one of your dice with better results. Also, If the opportunity is there you can reroll a troublesome die. This could force the opponent to discard for better results. That's what we want. Let them pitch cards all day long. It helps this deck. |
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This list looks incredibly fun! I will have to build this list.
How has it been in testing?