Counting Cards 2.0

Card draw simulator
Odds: 0% – 0% more
Derived from
Counting Cards 1 0 0 1.0
Inspiration for
Counting Cards 3.0 0 0 1 3.0

TurkeyClubSamich 118

It's a villain mill deck, folks. Basically, try and get Grand Moff out ASAP, stay alive, and rip cards. Prioritize keeping Count Dooku - Corrupted Politician alive because his power action is clutch. It pretty much plays itself - nothing too tricky about it.

This updated version includes one Separatist Embargo, one more Spell of Removal and two Counterintelligence in place of two Stifle, one You Are In Command Now, and one Flames of the Past.

A few play tips:

1) Try to use Wullf's PA before you use Dooku's PA. Don't give them an opportunity to discard a card that would have already been pitched with Wullf's PA, possibly stopping you from discarding any cards with the latter.

2) Wullf's PA and Mastermind go together so well, you'd prefer opponents not be able to turn them both off with a single kill. For that reason, lean toward putting Mastermind on Motti instead. You could consider putting it on Dooku, but it's probably best not to make him even more of a priority target than he already is, considering the strength of his PA.

3) You will frequently find yourself in a situation where your opponent has no cards in hand and you have characters yet to be activated. Unless you're worried about needing to play removal cards that round, it's often best to just claim. Only one of your characters has a shield side on their die, and you generally have the resources you need to play any cards you're likely to draw, since only four of your 30 cards cost more than 1. All your other die sides are discard and focus, so you're better off maintaining the initiative and turning off any potential battlefield control dependent cards, namely Seize the Day, for your opponent. Obviously, if you're fortunate enough to be in the Command Center - Lothal, you'll have even more reason to claim early.

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