Rieeken Mill Decks

By Piscettios, in Star Wars: Destiny

I’ve been messing around with various characters and builds and just cannot come up with one that feels fully optimized. I know at its best, any Rieeken mill deck will not be as consistent or as good as Thrawn/Unkar as of right now...but it’s still fun to try and I’m curious if anyone has come up with something better or has suggestions.

I think rainbow with Jedi Instructor and Padme is the best option right now... but could Snap or Maz help with control and/or speed? Having blue in there seems a must for shields and some removal.

Heres what I’ve got, and it changes a little after every test lol.

Rieeken/Padme/Jedi Instructor

BF: Jedha War Torn Streets

Supports: Spy Net x2, C-3PO x2, Air Superiority x2, Honor Gaurd x2

Upgrades: Scout x2, Chance Cube, Protective Mentor

Events: Entrenched x2, Caution x2, Flank x2, Kryat Dragon Howl x2, Loth Cat x2, Negotiate, Hyperspace Jump, New Orders, Friends in Low Places x2, Electroshock x2, All Quiet on the Front

Cards that are frequently added in and out:

Maz’s Goggles, Hunker Down, Block, Dodge, Force Misdirection, Force Protection.

Fearless + Luke’s protection is something I have not tried. Didn’t like the idea of blowing 2 resources to get Fearless out, leaving me nothing for immediate dice mitigation events.

Ideas? Not even going to be viable right now? Not looking for tourney wins, just solid Tier 1.5-2.

Wow, 6-2 at Nationals had no idea!

I’ve taken a look at a few others like it, obviously they’ve helped push my deck in certain directions... guess I’ll have to toss the Fearless/LP combo in and see how it does. Was All Quiet on the Front used as an end game blow out or played conservative mid game for a few off the top? Every time I use it, other than a deck finisher it seems to leave someone exposed even in to the next round.

After posting this earlier I took out Hyperspace Jump, Negotiate and New Orders for: Maz’s Goggles, Force Protection and Sound the Alarm. I’m definitely going to leave out Hyperspace and New Orders... Sound the Alarm seems like a better way to avoid massive 10+ damage and almost always insures a discard because your opponent wants that damage back. Then I can still afford Flank/Electroshock if the reroll comes up short for them. Drawing it out seems better than abandoning ship or a quick battlefield switch.

Going to toy around with ePadme/eRieeken a bit more as well. Tough Haggler and Con Artist need a little love.

I've ran Thrawn/Unkar as a vehicle deck and it's super fun but slow against all the action cheating. I'll be trying out the mill end of Thrawnkar soon. From what I can see doing some damage is still important but I'll try straight up mill first. I know Unkar can Crime Lord in turn one with Thrawn and that leaves a bad experience with anyone on the receiving end of that. I'm thinking dropping a couple of cheap vehicles along side milling is the way to go but this is still work in progress.

The intent here was to get a hero mill deck discussion going, preferably with Rieeken involved. It’s great to see its competitive but I think there’s room for improvement as well as other options and variations.

Thrawnkar is great and all, but it seems to have solidified itself as top tier already.

Before EaW i ran a Padme/mothma/acolyte deck that saw some success, included spy net, determination, c-3po, patience, and lots of cheap dice. really only needed to hit with patience once and then just try to stay alive, then discard from the hand with determination and c-3po to end the game. not sure how it'd do nowadays, i haven't gotten around to updating it but it sounds like the Rieekan/padme/instructor is the next logical step for it

On 2017-10-18 at 4:46 PM, ozmodon said:

I've ran Thrawn/Unkar as a vehicle deck and it's super fun but slow against all the action cheating. I'll be trying out the mill end of Thrawnkar soon. From what I can see doing some damage is still important but I'll try straight up mill first. I know Unkar can Crime Lord in turn one with Thrawn and that leaves a bad experience with anyone on the receiving end of that. I'm thinking dropping a couple of cheap vehicles along side milling is the way to go but this is still work in progress.

Crime lord is not that bad... In our playtesting group, Thrunkar is losing violently to my rainbow9. Crime lord turn 1 is a joke, character does only at the end of the turn, leaving you all the time you need to kill at least unkar... then its gonna be 2 char , probably loaded with redeployed weapon vs thrawn alone. Eventually, when fn's gonna be nerfed, then crime lord turn gonna be frustrating!

Chak

2 hours ago, Chakan99939 said:

Crime lord is not that bad... In our playtesting group, Thrunkar is losing violently to my rainbow9. Crime lord turn 1 is a joke, character does only at the end of the turn, leaving you all the time you need to kill at least unkar... then its gonna be 2 char , probably loaded with redeployed weapon vs thrawn alone. Eventually, when fn's gonna be nerfed, then crime lord turn gonna be frustrating!

Chak

That’s great...can keep this about Rieeken? Or at least hero mill decks. Haven’t seen a discussion about it yet, but plenty about Thrawnkar.

Edited by Piscettios

Sorry about the others derailing, not sure where that came from.

I played with the linked Rieeken mill this week. It has a lot of trouble against decks that can go wide with its upgrades, especially melee decks.

Your mitigation can't handle that many little dice.

I see other versions running Fallback and I can see why.

6 hours ago, ScottieATF said:

Sorry about the others derailing, not sure where that came from.

I played with the linked Rieeken mill this week. It has a lot of trouble against decks that can go wide with its upgrades, especially melee decks.

Your mitigation can't handle that many little dice.

I see other versions running Fallback and I can see why.

As of now, Rieeken is very vulnerable gainst strong aggro. My friend plays a good one, and can win matches against slow aggro deck (But tournament viable). He just cannot 50% vs vader, FN, Poe/Maz etc.

His main drawback compared to Thrawn Unkar is hand discard, just not enough of it. Thrawn unkar protects itself in some way because they disrupt things before they happens. If anyone have a discard solution for Riekenn, then it might see more uses.

Chak

On 10/19/2017 at 9:45 PM, ScottieATF said:

Sorry about the others derailing, not sure where that came from.

I played with the linked Rieeken mill this week. It has a lot of trouble against decks that can go wide with its upgrades, especially melee decks.

Your mitigation can't handle that many little dice.

I see other versions running Fallback and I can see why.

Fallback's not a bad idea... because yes, if the game goes long it can definitely backfire if your opponent is stacked up with weapons galore. I was playing with a Maz/Snap/Padme deck and had Block, Dodge, Daring Escape and Rebel x2. That's the best combo I can come up with for blowing out mass damage late game. It covers all the bases and can be done three times if lucky. But there's no way to get those five cards worked into the Rieeken one without disrupting the strategy.

On 10/20/2017 at 5:53 AM, Chakan99939 said:

As of now, Rieeken is very vulnerable gainst strong aggro. My friend plays a good one, and can win matches against slow aggro deck (But tournament viable). He just cannot 50% vs vader, FN, Poe/Maz etc.

His main drawback compared to Thrawn Unkar is hand discard, just not enough of it. Thrawn unkar protects itself in some way because they disrupt things before they happens. If anyone have a discard solution for Riekenn, then it might see more uses.

Chak

I've added Pickpocket x2 to help with that...but obviously thats not always going to be consistent. But having Pickpocket x2 and Friend in Low Places x2 late game is very helpful for closing out.