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|None. Self-made deck here.|
Defensive Mastermind - A Mill Deck
Welcome to another Tybrid brand deck build and guide. The history of this one is pretty simple. I was listening to Smerle talk about his own General Rieekan - Defensive Mastermind build and I started trying to puzzle out how I would build something like that.
General Rieekan - Defensive Mastermind - Can't build a Rieekan mill deck without Rieekan. Just can't be done.
Padme Amidala - Queen of Naboo - Solid mill character. Useful , has that nice 2 , provides a much needed face also. Also puts us into Yellow.
Jedi Instructor - More and more I'm wanting my characters to have some sort of dice fixing that comes as a part of rolling them. Instructor puts us in Blue, and has pretty good synergy with our other characters.
But Tybrid, there's only 3 dice!?!
Yes there are only three dice here. It's ok. We're going to win with our max possible dice on the field being a total of 5. This build is about gaining shields and mitigating dice, neither of those things need a bunch of dice to be accomplished.
War-Torn Streets - Jedha was the field I ultimately went with for this deck. It serves multiple purposes for our build. Firstly because we roll low dice we're not likely to win the opening roll. I wanted something that would encourage my opponent to take their own field so I could split shields onto Padme Amidala - Queen of Naboo and Jedi Instructor and enable General Rieekan - Defensive Mastermind's ability right from the very start.
Secondly it's there to help us close out the game. One of the early weaknesses Smerle discovered was that while it milled the deck really quickly, it had a hard time getting those last 5 from the hand. This field, when coupled with New Orders can sometimes catch the opponent unprepared and give us the last few cards from their hand that we need.
Protective Mentor - This card is just insane in a deck that generates as many shields as we do. When you play the first one, it's like giving the other 2 characters a max capacity of 6 shields instead of 3. If you play them both? Now 2 characters have 6 shields to draw from, and one character has 9.
Air Superiority - Shields on a stick. Great for topping up after your opponent has taken all their actions. Also useful if you're needing to get one out to keep General Rieekan - Defensive Mastermind's ability active.
C-3PO - Easily the best card in Hero Red. His ability does so much in this or any deck. Often the only dice your opponent really needs to control, be careful with him.
Honor Guard - Simple but efficient removal for pesky damage sides. We wouldn't want any of our shields to get taken after all.
All Quiet On The Front - The game finisher. Cuts 6-9 cards out of the opponents deck. We have 30 health, so if losing our shields will finish off their deck, we should be ok.
Caution - Keep the shields coming, usually one of the character dice is worth the swing in shields considering what all we use them for.
Flank - We have a lot of slow little actions that let us delay rolling out. That in turn makes Flank better. Win/Win.
Hyperspace Jump - Panic button. For those times when you just lost your shields and they roll out extra hot. Try to hold onto it until you need it. Also good for getting rid of our field if for some reason they chose it. It's more harm than help in the early game.
Loth-Cat and Mouse - Generally useful removal that only takes dice to use, since we don't need dice and generally win on our events, it's even better.
New Orders - There to help us close out the game with our field.
Spirit of Rebellion - MORE SHIELDS! Because enough is never enough.