Hero Mill Deck Help!

By KrisWall, in Star Wars: Destiny

Hello All!!!

So, I really want a hero mill deck to work. I've been through several iterations and each time I feel like I'm THIS close to being successful. As it stands, I'm winning about 1/3 of my games. That's not great. Most of the games I lose end with my opponent at fewer than 5 cards remaining, so I know I'm close.

Here's what I've done so far...

Mk1 - eRey/Padme/Ackbar

Rey is a relatively cheap card, so she's the only one I could really make elite. Four dice is nice, but the numbers are all fairly low. As such, I'm not winning the initiative roll very often. This means I'm not getting Command Center Lothal, which is a large source of milling. With only a single yellow character, Padme's death means I can't play cards like Cunning or Thermal Detonator at all partway through the game. Pretty much all the cards in the deck were designed to mill. My experience is that I die WAY too quickly and have basically no defense.

Mk2 - eRey/Padme/Ackbar

I kept the same character loadout, but swapped in a bunch of cards that generate shields. Diplomatic Immunity and the like. This helped a bit, but slowed the deck down. The experience was that the games lasted longer, but ended the same way. Not great, but I think a step in the right direction.

Mk3 - ePadme/Double Troopers

For the third iteration, I decided to scrub blue out of the deck, losing Patience and Jedi Robes in the process. Patience is a great card for when you activate characters and roll tons of bad dice. Play Patience and then claim the battlefield, resulting in a turn with maybe 8+ discards from the deck. It does tend to be situational though. I'm not sure taking it out was the right idea. Jedi Robes give shields and, more importantly, focus. With ePadme on the table (and having a 2focus facing), a normal focus is effectively "remove one of Padme's dice to focus two other dice". That's helpful. The Troopers were there to use Guardian and make sure Padme lives long enough to be effective. My experience playing this deck is that the Troopers contribute too little and die too quickly. Padme can't carry the deck on her own. Again, I'm losing the majority of games, but every game is so close... opponent has only a couple of cards remaining.

THOUGHTS on Hero Mill

Here are a couple of my takeaways so far...

1. As I mill you, the game shortens, but you remain just as effective right up until the end. As you damage me, I become less effective. My thought here is that I need to add in enough damage to kill at least one of your characters, but keep milling as the main strategy. That way, you also become less effective over time.

2. Savvy players are going to kill the unique character every time when flanked by non-uniques. ePadme/2x generics is basically telling your opponent to kill Padme. Having two dice is nice, but not if she dies immediately.

3. Being resource screwed is BAD and if you're using your resources on protecting your characters, you aren't using them on supporting your mill strategy.

Potential Mk4 version 1... ePadme/Hired Gun/Padawan

I would lose good red cards like Scout and Field Medic. I would gain back the blue cards like Patience and Jedi Robes. Hired Gun should hopefully give me more resource generation. My fear is that I'd be more or less in the same position as Mk1, but without the red cards, making for a slower mill with more losses.

Potential Mk4 version 2... ePadme/Hired Gun/Hired Gun

With this build, I'd split the deck 40/40/20 with mill cards, ranged damage cards and dice manipulation cards. The idea would be to throw a couple of blasters/infantry grenades/thermal detonators on the Hired Guns and then cards like Cunning/Infiltrate on Padme. Second Chance would work on anyone and with 9 health, the Hired Guns are more durable than Rebel Troopers. I'd be mono-yellow, which is good and bad. I could more or less ignore "spot a yellow character" and "yellow character only" restrictions, but I'm also losing out on other cards.

Other alternatives include completely different heroes. Any ideas? I'm looking for feedback here and help refining a deck concept that I feel is SO CLOSE to being successful. I'm leaning towards Mk4v2. Padme is good as an elite for this, but I worry that she has too large of a target on her face.

Played a padme, erey, trooper deck and ran into the same issues.

Really feel patience and power of the force are required for hero mill right now.

Maybe when jyn comes out she will be staple in hero mill.

Played a padme, erey, trooper deck and ran into the same issues.

Really feel patience and power of the force are required for hero mill right now.

Maybe when jyn comes out she will be staple in hero mill.

I'm inclined to agree. I think there just aren't enough cards in the set right now to make this reliably viable.

Hero mill doesn't work with just the Awakenings set, unfortunately. Padme doesn't have the staying power that Jabba does and she doesn't have someone to pair with who is nearly as good as Dooku or Vader. There's simply not another character in the heroes side that both mills and is a legitimate mill threat after Padme dies. I think you have to stick with red splash here -- it's the one color that Hero decks excel in and has a lot of good options for both controlling the board and milling your opponent.

I wouldn't stress too much over your perceived failures. Hero mill just isn't practical right now.

Hero mill doesn't work with just the Awakenings set, unfortunately. Padme doesn't have the staying power that Jabba does and she doesn't have someone to pair with who is nearly as good as Dooku or Vader. There's simply not another character in the heroes side that both mills and is a legitimate mill threat after Padme dies. I think you have to stick with red splash here -- it's the one color that Hero decks excel in and has a lot of good options for both controlling the board and milling your opponent.

I wouldn't stress too much over your perceived failures. Hero mill just isn't practical right now.

This is pretty much the decision I've come to. I think I'm going to table the idea until Spirit of Rebellion releases. I'm sure there will be new cards that fit the theme better. Jyn Erso looks like a great mill character.

Something to remember is that your opponent can "mill" himself. Manipulating your opponents dice so that he has to discard to reroll is an important part of the mill strategy.

Something to remember is that your opponent can "mill" himself. Manipulating your opponents dice so that he has to discard to reroll is an important part of the mill strategy.

Your suggesting cards like scramble are potential mill cards?

Something to remember is that your opponent can "mill" himself. Manipulating your opponents dice so that he has to discard to reroll is an important part of the mill strategy.

Your suggesting cards like scramble are potential mill cards?

It's true. From a "getting through the deck" perspective, the only difference between me forcing you to discard a card at random from your hand and you playing a card is that in the second scenario, you get a benefit. You're still one card down. From a mill perspective, every card YOU use is one less card I need to deal with.

Elite Jyn and regular Ackbar should make a viable team. That's what I'm going to try anyway.

Luke/Padme is great.

E Rey/E Qui Gon

Use Jedi council and patience for mill and return of the jedi for recycle that way you can run lower number dice patience plays.

Force protection, rey and close quarters assault provide your discard.

Rest of deck is around shields and dice manipulation/ removal. If your opponent discards to reroll helps you out.

Also shields and melee help you take out characters and give you durability but you need to flexible with your strategy depending on opponent sometimes moving to damage and defence to win.

I've played it several times and has a good win ratio so far.

Hope that's of help

Two words, one card: Launch Bay. Pair with cards that give focus dice (Jedi Robes, Force Training, etc.) and that set dice (Use the Force), and your opponent will be sweating every turn, as long as they're not playing serious deck milling as well.

eRey is 12 and both Ackbar and Padme are 10, so your first two deck lists are not legal.

I've run Hero mill. It can be viable, but it is very tough to play. I prefer eRey/Padme/Rebel Trooper. Comes in at 29 points. Or, you can go with Rey/ePadme/Rebel Trooper at 30. Deck relies on Cunning, Patience, Jedi Council and then being able to save up for a big drop like Launch Bay or Millennium Falcon. 2 Thermal Dets are extremely helpful, but risky if your opponent has Cunning.

eRey is 12 and both Ackbar and Padme are 10, so your first two deck lists are not legal.

I've run Hero mill. It can be viable, but it is very tough to play. I prefer eRey/Padme/Rebel Trooper. Comes in at 29 points. Or, you can go with Rey/ePadme/Rebel Trooper at 30. Deck relies on Cunning, Patience, Jedi Council and then being able to save up for a big drop like Launch Bay or Millennium Falcon. 2 Thermal Dets are extremely helpful, but risky if your opponent has Cunning.

... nm... He probably meant Rey, Padme, Ackbar.

Edited by dpb1298

eRey is 12 and both Ackbar and Padme are 10, so your first two deck lists are not legal.

I've run Hero mill. It can be viable, but it is very tough to play. I prefer eRey/Padme/Rebel Trooper. Comes in at 29 points. Or, you can go with Rey/ePadme/Rebel Trooper at 30. Deck relies on Cunning, Patience, Jedi Council and then being able to save up for a big drop like Launch Bay or Millennium Falcon. 2 Thermal Dets are extremely helpful, but risky if your opponent has Cunning.

Your deck is also illegal since you use Yellow cards in a Blue and Red only deck. No Cunning, Falcon, or Thermals for you Rowdy! He probably meant Rey, Padme, Ackbar.

eRey is 12 and both Ackbar and Padme are 10, so your first two deck lists are not legal.

I've run Hero mill. It can be viable, but it is very tough to play. I prefer eRey/Padme/Rebel Trooper. Comes in at 29 points. Or, you can go with Rey/ePadme/Rebel Trooper at 30. Deck relies on Cunning, Patience, Jedi Council and then being able to save up for a big drop like Launch Bay or Millennium Falcon. 2 Thermal Dets are extremely helpful, but risky if your opponent has Cunning.

Your deck is also illegal since you use Yellow cards in a Blue and Red only deck. No Cunning, Falcon, or Thermals for you Rowdy! He probably meant Rey, Padme, Ackbar.

Pssst... Padme is yellow...

Opps, read that deck wrong...