Saw Mill

抽牌模拟器
可能性: 0% – 0% 更多
Derived from
Saw Mill 4 3 0 2.0
灵感源自于
Patience and Mill 1 0 0 1.0

sandisc45 46

This is meant to mill as fast as possible. You use your Focus results from upgrades and characters to pull as many hand discards as possible while using Padme and Jedi Council to Top Deck opponent at least 2-3 per turn. Generally when you have at least 3 upgrades out should should be milling a total of 7-10 cards a turn. As long as you can survive the first 2 rounds of the game, this deck rarely takes a loss beyond that.

5 个回复

Book 1394

Youre getting so little out of playing Ackbar in terms of red cards--sure, he is good, but you're on one Padme. Blue is just a better mill color than Red. One Patience seems off when talking about speed in milling. Your die mitigation is basically 1 Infiltrate (which is not very good in my exp), 1 Rey's Staff, 1 Block, 1 Dodge, and two Unpredictable. I don't think Defensive Stance is going to hit too often with such a potpourri. This is pretty hopeful for surviving onslaughts, even with healing. Dug in is such a good card, but only if you rapid claim.

Having played a lot of Pad-Mill, I think redundancy is the best and only way to survive. By playing three characters you are down one die, at worse efficiency on activating your team, and not fully using Padme's strength.

sandisc45 46

I have though about putting in Dug In, and Defensive position. The issue is with 3 characters you are behind in actions to get your full combos going so you normally don't get to claim, however there is rarely a round where the opponent doesn't have to redraw 5 cards.

What I have noticed with all of the mill decks that go straight for the reserve deck, is they can drain it very quickly but rarely have ways to remove the cards in your opponents hand at the end of the game.

Having Ackbar give you the option for Scouts and Field Medics make the decks staying power very strong, pairs with Commando Raid it makes his burst Discard very strong so you can focus on top decking their reserve with Padme and Jedi Council.

Book 1394

@sandisc45 I understand the intent for going three colors, but the numbers don't support this unfortunately. Commando Raid has the one result on one Ackbar die currently and the one Launch Bay, which is hard has hell to get in play with a dedicated deck let alone one that is committing resources to not being killed. That's hopeful at best. You have two cards that combo with two cards--kinda like playing 4 giant growths in a deck with 4 creatures in Magic. Same with Play the Odds: you have one card that combos only with 4 other cards. (Also, Detonator and Cunning provide you with far more reliable mill than Raid would, making it further moot.)

I agree with your summation of Dug In, which beckons the question: doesn't t this same logic apply to Defensive Position? So two more cards that will rarely, if ever, work. Why not Electroshock, Use the Force, or any other far more stable option?

Field Medic is a great card. Scout is also good in the right deck. My issue here lies with the straddling of three colors. Willpower is best in a deck that is dealing damage. Paying 1 for 1 in a deck that is not dealing damage is pretty moot. Again, this would be better as a die control card that prevents 2+ damage on average.

Not trying to be a dick. Just seems like this deck is trying to do a lot of things poorly instead of a few well.

sandisc45 46

@Book I can agree with throwing in Electroshock or other mitigation cards like Use The Force. For Willpower I really only use it for direct mitigation which I still haven't been sold on so removing that is not an issue at all. Even removing Commando Raid isn't a bad choice,

What it comes down to is play styles, so there is no reason to be sorry for giving your opinion, it is the internet after all. I will say though, this deck in it's current state has only lost 2 times out of 15 matches. Both to a first round death of Ackbar or Padme from a Vader/Raider. Which I ended up winning the next 2 rounds against it. Maybe it was luck, however after 15 matches you have to think that something is working properly.

I will say though, that Launch Bay needs to be taken out for something else, so im open for suggestions.

Book 1394

Part of what makes this game interesting, well, games where there is a deck construction element in general, is the concessions you make. No one deck can do it all, right? And while that is an impressive record of wins, no one reading this has any way to know the quality of your opponents, their exp, etc. This is a super new game for everyone, so, at best, we are all feeling our way around a bit still. Your opponents might be the worst in the universe, or you are brilliant behind this deck, or both, or neither. No real way to quantify as a passive observer beyond looking at the cards, using what I know of them, and chiming in--which you have taken gracefully, I might add.

Padme, in my opinion, should always be ran elite. She has the deck and hand destruction. Yellow has great control options and upgrades to support this strategy. She was designed to be exactly this. The real question is: who do you pair her with?

Ackbar gives you Scout, a mill option, and his coveted 2 focus result. Commando Raid just isn't there yet. We also have some killer cards like Dug In, but this doesn't usually work in a mill build. Field Medic is fantastic, but Padme can just as easily use Second Chance, which is a great tool for these decks. But there are more cons here than pros in this color. Red has crap for die control. Ackbar's ability is pretty incidental and useless in a deck not capable or committed to dealing damage. Launch Bay is hella expensive and weighted toward damage, as Red is wont to do. In short, most of what you want from Red you can get in Yellow just in a different form.

Blue has such strong mill options and control cards to help keep you alive. Rey has a mill side--she is worse than Ackbar on her own though for sure. However, you can play reactively with Rey when using upgrades. You have Patience--which IS a way to speed up your claim, but you are playing one. You have Jedi Council. You have Use the Force, which can get you the desired hand disruption result. You get Jedi Robes, Force Protection, Defensive Stance (which ostensibly functions as 2 health, like Field Medic--obv there is a difference, but in theory, it serves a similar function).

Just my two cents.