eJyn/Ackbar Mill Deck

By Vrock, in Star Wars: Destiny

I've been fooling around with trying to create a good mill deck. My old eRey/Padme/Rebel Trooper deck was so-so...I won a few rounds and got really close to winning a few others...it just didn't have enough mitigation and dice removal to last long enough for the mill to work. So I went back to the drawing board and came up with the following. Ackbar is there to help with focus and has the added benefit of chipping away at my opponents characters when I get them to discard their hand each round...it's not enough to kill anyone, but it keeps them preoccupied with healing that damage or putting shields on their characters and those take up actions, cards, and resources that would otherwise be spent killing me. The supports are there to either get more focus or more shields to help with longevity. Almost all of the Event cards were selected to help with longevity or die removal, with a few there to help with mill.

C-3PO and Spy Net have been the big helpers...all of the focus in my characters/upgrades/supports causes Spy Net to trigger quite often, which is really nice if I can get both copies out...and C-3PO's ability to resolve any die as discard comes in handy when I roll some pesky ranged damage. My main objective is to use the opponents battlefield so I can get my Ascension Guns in place and use their special to bring Command Center into play twice a round.

Any thoughts on cards I might want to add to improve survivability or increase the speed of the mill?

BATTLEFIELD
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Command Center, Lothal (Awakenings #165)


CHARACTER
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1x Admiral Ackbar, Perceptive Tactician (Awakenings #27)
2x Jyn Erso, Reckless Operative (Spirit of Rebellion #44)


UPGRADE
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2x Scout (Awakenings #33)
1x Second Chance (Awakenings #137)
1x Lone Operative (Spirit of Rebellion #49)
2x Ascension Gun (Spirit of Rebellion #59)
1x Ammo Belt (Spirit of Rebellion #141)


SUPPORT
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1x BB-8 (Awakenings #43)
1x Outpost (Awakenings #53)
1x Resistance HQ (Awakenings #113)
2x C-3PO (Spirit of Rebellion #30)
1x Quadjumper (Spirit of Rebellion #58)
2x Spy Net (Spirit of Rebellion #98)
1x Outmaneuver (Spirit of Rebellion #149)


EVENT
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1x Field Medic (Awakenings #105)
2x Block (Awakenings #153)
2x Dodge (Awakenings #155)
1x Disarm (Awakenings #158)
2x Electroshock (Awakenings #159)
2x Spirit of Rebellion (Spirit of Rebellion #96)
1x Never Tell Me The Odds (Spirit of Rebellion #115)
2x Friends in Low Places (Spirit of Rebellion #146)
1x Sabotage (Spirit of Rebellion #147)

To build a Jyn-based mill, I think you want to put in two each of Second Chance and Ammo Belt, if you have 'em, plus two each of Rebel and Cheat to use Second Chance a total of eight times! That way Jyn is pretty hard to kill. Also consider Con Artist and Cunning. At that point, you might want to trade Ackbar for Padme, unless there's red hero cards you're really attached to. You might also consider a blue character, for using Force Protection, Patience, Guard, and other dice control. If you really like having a red hero with Jyn, try a Rebel Commando - she has a better dice than Ackbar.

edit: just remembered. Another great card to include in a yellow hero mill deck is 2x Long Con

Edited by Kieransi

I also run a eJyn/Ackbar deck. From looking at your deck it looks like you are trying to go for both hand mill and deck mill. IMO that could really slow down the deck. My deck focuses on hand mill control. It's pretty fast. Which mill are you most interested in? Hand or deck?

I think the strength of red/yellow here is that you're in the best colors for ranged damage. Those discard faces synergize well with Ackbar's ability, but I don't think that should be your primary win condition here; shoot some characters off the board, and then grind them down late game. Going full mill with this particular character combo seems like a trap, but you'll have no problem clinching the win when you're both down to your last few cards in the deck.

TL;DR: bring Jetpacks and Overkill over some of those janky supports.

Edited by WonderWAAAGH

I've been trying out a Jyn/Ackbar deck; my honest opinion is that she's currently pretty terrible. The meta is so aggressive that I think abusing Second Chance is probably just about required. The other big issue is that there's just not that many good Yellow events that cost 1 or more, so she doesn't get as much value out of her ability as I'd like.

I've tried to go for a shooty deck with Infamous + Never Tell Me The Odds, but I guess a mill focused deck at least has to worry less about it's economy. Based on theory, things I'd consider:

Second Chance, Ammo Belt, Rebel, Cheat, Scavenge : How you survive long enough to actually get this off. Rebel in particular is AMAZING, and one of the best cards in the game when you can meet the conditions with Jyn (It turns your discard pile into your hand, with a -1 cost on top). Cheat is Rebel's ugly cousin in this deck, so not sure it's needed but it's another option for her reduction. Scavenge helps you to find SC/AB, and fills the discard for Rebel (It just really, really hurts when you mill Rebel).

Scout, Maz's Goggles, Ascension Gun, Con Artist : Potentially ways to help you discard/mill faster, and not super expensive.

Yellow events that cost one or more : Supposedly the reason you're paying so **** much for Jyn, so you want to play as many options as you can. Electroshock is obvious, not sold on Disarm with Jyn because of your generally low number/low strength damage sides. I've actually considered Diversion, particularly if you go first and can remove a two cost upgrade turn 1, but it's still probably bad. Let the Wookie Win and Negotiate are never really going to do what you want, but may be needed just because of the limited options. Hyperspace Jump is a potential 'get out of jail' card, but I don't much like it. Never Tell Me the Odds I guess is still potentially a solid option, though you probably won't be blowing out characters with it. Sabotage is better for free, but probably still not really needed unless supports are running rampant. Reversal is bad, but possibly playable at 2 (though again, you don't really want to be doing damage). Shoot First is pretty similar.

Control : Aggro decks are going to eat you alive unless you get Second Chance set up, and you need control against them. Unfortunately, there's pretty limited options, so you've kind of got to take what you can get.

I've tried this, and like everyone else concluded you need to build your deck around getting everything out of Second Chance. Also, Launch Bay cn be awesome if you have lots of cards like with focuses like BB-8 and Comlink. Also, remember Jyn's ability. Any 1 cost yellow event is gonna be free, and most are worth including even if they don't discard because of this.

Hard for me to imagine a hero mill deck with out the Queen:

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I think maz might be a beter option. *Speeds your deck up and avoids removal.

Double dealing is a decent first turn card with padme gives you the bonus resources to discard 2 each time with her special