Card draw simulator
Odds: 0% – 0% more
Derived from
Hydra 1 1 1 8.0
Inspiration for
Padme-eRey Shenanigans 4 1 0 1.0

MTUethomas 39

Milling you I am doing. Mind pretty girls with sticks and guns you will not.

There are 3 characters (total health to chew through of 29) and 3 skills (focus, damage, Mill). If you lose a skill it pops up like a regenerated head on a different character.

Padme Amidala gets sticks and guns.

Hired Gun gets Cunning and force upgrades.

Rey gets blue only upgrades (unless you decide to voltron/aggro a game).

It can morph into focused damage by loading up Rey early and swinging high on a linchpin character (if you try this against Jango Fett / General Veers though you will lose - if you stick to the Hydra plan it will likely be close but you might have a chance).

With Close Quarters Assault, The Power of the Force, and Patience, it isn't quite either-or between lots of potential damage dice faces from mostly blue upgrades and milling. This deck can win with a state where whatever turns up that isn't blank could win. It also could leave you with a choice about how you would like to finish it.

It can eat one of its own heads and pitch Mill cards to sculpt dice. This is a good idea against aggro and more pure Mill decks.

Rebel War Room was chosen because the deck is likely to lose the claim (and the claim helps Hired Gun early in the game and few other characters quite as much). Many supports, cheap actions, and a large number of faces can lead to long strings of actions after a claim. This is a great way to get around (combined with discards and facilitated by even holding back and upgrading a character with an upgrade they didn't know you had with resources that you didn't even have when they claimed).

This is a budget version of a deck that seems like it wants 2x [Holdout Blaster](/card/010 and One with The Force. These could replace DL-44 Heavy Blaster Pistol, Rey's Staff, and 2x Force Training. Having more than 9 upgrades can bog down the deck and depleat s. Even with an opening hand without a single upgrade even after partial Paris - there should therefore be a mitfull of 0 or 1 actions to burn through your deck with to get to those upgrades.

6 comments

MTUethomas 39

I just had a close match vs Padme Amidala / Leia Organa. The other player went all in to take me out the turn before they knew I would take Padme Amidala out and Thermal Detonator was on her instead of Leia Organa. The discarding they had done to attempt to sculpt the dice into a mill win helped me win 2 turns later (Rey just wouldn't roll and I couldn't afford to discard forvre-rolls).

They went for Hired Gun first with Cunning on it which surprised me. I got a good Patience off to catch up to them on milling.

The game could have easily gone the other way.

cispiollohc 10

Just felt in love with this. 1 question: why 0 Elettroshock and 0 Flank? Can help controlling against Hyperloop and some sort of Focus 1-shoot deck like Leia-Ackbar.

cispiollohc 10

@MTUethomasand what you think about [Starship Graveyard] with [Haldout Blaster] for late game shenanigans with Rey?

MTUethomas 39

I would definitely add Holdout Blaster if I could get some! I think 2 would be a good idea.

The problem with Starship Graveyard is that it can ironically hurt you when you are trying to rip the last cards from your opponent.

I am starting to realize that Electroshock is very good and I overlooked that fact. It is a bit tight to fit both dice manipulation and discard events but it should replace some of the lesser dice pool interaction cards.

In my opinion, Flank is only situationally good. In my experience of both playing and testing, this deck is low on shields and while it starts out with more characters than some, it typically trades with opponents and favors early activations in many cases (although not all cases).

Thanks for the feedback! I think that this team is somewhat overlooked in how fun, versatile, and adaptable it can be!

cispiollohc 10

@MTUethomashere is my list derived from yours: swdestinydb.com

I put in Electroshock and Holdout Blaster like we said; I don't know if mill are enough, i take out 1 Close Quarters Assault for 1 Datapad to have more consistence in the Padme Special or Focus depending on the situation.

Tell me what you think :D :D

MTUethomas 39

I will test it out. I wish I had those Holdout Blasters and I should have gotten copies of Electroshock while they were easier to find. I would switch out the DL-44 Heavy Blaster Pistol for the holdouts and I would switch other dice pool manipulation cards for the shocks, but that's just what I would do.

I thought about Datapad but I like Close Quarters Assault because of the way that it creates value out of a combo of and .

I have found that for opponents that mill would work on (slower strategies and heavy hitters that can be disrupted), what is here is barely enough to pull off a win by milling. However, some opponents just are virtually mill proof like very fast aggro strategies or much more focused mill strategies. Against these opponents, I honestly find myself discarding my mill cards for the purpose of focusing my own dice pool) so while Close Quarters Assault fits right along side milling with , Datapad is pretty much only good for mill. So to me it feels like "win more" against opponents I can already keep up with and more dead cards against opponents that I am pitching my mill cards anyway against for the purpose of sculpting dice.