Padme/Ackbar Mill

Card draw simulator
Odds: 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet.

Kirito 16

This is my version of Padme/Ackbar Mill. Essentially, the objective of the deck is to make your opponent run out of cards and be considered to be 'decked out'. To do this, you'll have to play very deffensivly by placing down lots of shields and make your opponent discrad cards whilst using Padme to mill through your opponent's deck.

For the shield gain we play multiple cards to achieve this. Hunker Down will be able to keep your character's healthy for a while. Howerever keep in mind that if you play against a melee damage deck, these will go quickly. Dug in is a very useful card for when you control the battlefield since you can give 3 shields to your characters anyway you like, giving you options on who to keep alive. Take Cover is a nice card to give characters a single shield. This may seem like not a lot but for 0 resource, you can place it down when you like if you have it in hand. Diplomatic Immunity is a very very good card to give out shield. Since we only have 2 characters, you can spam out shields very quickly to them.

Next we need sources to discard cards from your opponent since they technically aren't considered to be 'decked out' until they run out of cards from both deck and hand. Thermal Detonator is a good source of discard. Discarding 2 cards from your opponents hand is very good since a players hand size is 5. That's almost half of their hand just discarded and that's possibly once or even twice per turn. Even the 1 discard is still very useful since they'll have to draw 1 more in the next turn. Launch Bay is one of the best way of discarding (in my opinion) in the game. With being able to make your opponent discard 5 cards is just silly. It's other sides are still very useful being shield generating or denying your opponent resource. Commando Raid Is a card that's seen little play but for this deck works wonders. Being able to pottentially discarding 3 with Admiral Ackbar is just amazing and then you also draw 1 afterwards which can help you draw into what you need.

Next we need ways for being able to afford all these cards quickly. Datapad has 3 sides dedicated to gaining resource. Although it's main purpose is to get specials on Padme Amidala, gaining mass resource is what we need more of so we can be able to mill more. Admiral Ackbar himself has 2 sides for resources which really helps in the deck since he'll either be focusing dice to what we need or gaining resource to pay for the expensive cards. Natural Talent is in the deck just for the versatility it has. Being able to resolve any die and increasing it's value by 1 will massively help in the resource gain. It also helps with the discarding and destruption which is something we can't turn down.

Next we need ways to remove your opponents dice since we want to take as less damage as possible whilst we're trying to mill them. Block will remove all melee damage that're on the board. This'll sort out the melee decks for a turn or 2 allowing you to gain resource for the following turn or discard them for game. Dodge does the exact same as Block but for the range decks. Again, allowing the extra turn to do what you need to do in order to win. Electroshock will remove one of your opponents dice which has a value of 2 or lower. This'll help us keep our resources if your opponents dice are showing distrupt. You can also take advantage on when your opponent does bad rolls with one of their characters by removing the die so they can't get their special off if they have one. Unpredictable re-rolls a die in play and gives you a bonus action afterwards. You can use this in multiple ways, you can use this to re-roll one of your opponent's dice that you don't want to see and then do something else afterwards, or, you can re-roll one of your dice to try and get the specaial on Padme Amidala or aiming to get discard on other cards.

Finally we need to add consistency to make the deck flow as much as possible. Don't Get Cocky makes both players draw 2 cards. This'll help you draw into the cards you need whilst at the same time, making your opponents deck smaller which works wonders during the mid to late game. Field Medic Will heal a a character by 2 health. This'll keep Padme Amidala alive for longer since most players will target Padme Amidala a lot to stop the mill. Hyperspace Jump Allows you to switch battlefields mid-game. This'll make sure you will have your battlefield during the game.

That's the deck I have at the moment, hopefully you'll try it out and let me know how it goes.

2 comments

Thoth 1

Commando Raid doesn't work with Thermal Detonator. "Resolve on of your RED dice showing discard..."

Kirito 16

@Thoth Just updated, thank you for noticing that :)