|Card draw simulator|
Odds: 0% – 0% more
|None. Self-made deck here.|
|Miami Regional 2nd Place - Rieekan/Yoda/Jedha||11||8||8||2.0|
|Yoda Rieekan Jedha Mill Deck||1||1||0||1.0|
The Destiny Council 1452
This is the deck played by Brian Lindberg to win the Madison Wisconsin Regional on 2-3-2018. The same list was played by Will Klein to a top 8 finish. Brian played Will in the final round of swiss and again in the top 8. Not including games against each other, our combined record was 16-2.
You can find our article about this deck soon on www.DestinyCouncil.com.
We'll have a deck tech coming soon as well. Until then, a few notes about the card choices:
Scrap Heap and Fall Back are really the heart of the deck. Scrap Heap generates so many resources, even when you play it round 2 or 3. Being able to start every round with 3-4 resources allows you to play your powerful high cost cards like Fall Back, Entrenched, and Hyperspace Jump.
Fall Back usually resets the game on round 3-5. It's especially brutal if your opponent plays another upgrade as their first action of the round.
Hunker Down is almost always better than Spirit of Rebellion. Sometimes you have to wait until the end of the turn to play it against melee focused decks, but even then you can use it, then go to the next round and get 1 more shield out of it right away. It can also divert their attention to another character, or combo nicely with Protective Mentor.
Overconfidence is really strong for this deck because you're soft-controlling 1 die and removing the other. Usually that makes them want to discard to reroll back into damage, which plays right into your plan.
We both found All Quiet on the Front to be much less useful than we thought it would be. We both rarely used it, and were usually winning the game anyway. It could probably be cut for another Field Medic.
Other cards we considered:
Flank - More 3 and 4 character decks are rising to tier 1 and 2 of this meta. Most of the time you want to roll Rieekan on your first action of the turn, which turns flank off against certain matchups. It's still good against the 2 character decks, but it depends on your meta.
Sound the Alarm - Rarely do players have 3 or 4 damage dice sitting out in their pool. A lot of popular decks can special chain or All In to focus their dice, which makes Sound the Alarm a less and less attractive option.
Retreat - The problem with this card is that you're usually slower than your opponent. Hyperspace jump is there for when you're midway though the turn and you've milled some cards, then your opponent rerolls into max damage and you jump out of the way. Most of the time you don't have the luxury of giving them that extra action.
Yoda's Hut - Even in the perfect situation, when you get it first round and max out its usefulness, you're paying 2 resources to gain maybe 5 resources and 5-7 shields, very slowly. There are just better cards for doing either thing separately.