Millk and Crookies

AKA, the Ultimate Villain Control/Mill

Hey everyone, a few of you had requested that I posted my decklist after it's successful results in the past tournament at the Fantasy Flight Game Center tournament with 36 players. In 4 rounds we played it went 4-0. Below I wanted to talk about some of it's key cards, combinations, and why it's so efficient.

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TLDR; Overview

The key goal of the deck is to mill your opponent's brains out. This is coupled with the supplies needed to contain our opponent's upgrades, and dice. No resources, no cards, no damage, GG.

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Cards

By far, the most important card in the entire deck is Imperial Inspection. Not many people are prepared for it, and are pretty shocked when it gets used against them for the first time. It's ability to remove the opponent's upgrades dramatically reduces the damage they'll be able to deal to us, giving us the longevity we need to mill our opponent out. It's especially powerful when you remove their equipment, after they've rolled it in and before they can resolve them. Also if you have both copies on the board, you can activate them both off of a single disrupt result.

Other key players here are Fast Hands which usually gets played on Jabba - which is made better with his reroll ability. Fast hands works well with Blackmail since you can resolve the die before they can pay to remove it. Con Artist has great disrupt results which helps to proc Imperial Inspection, and mill the cards from their deck. New Orders has contributed to a lot of game wins, being able to ensure we get to continuously proc our Command Center - Lothal. Most people don't expect the battlefield to change, and are often caught off guard by this as well. Personal Shield and Dug in are critical for survival.

The other half of the deck includes fairly standard dice control cards - much needed to stay alive. Electroshock, One-Quarter Portion, and The Best Defense... are great to remove lots of damage from their dice. We usually have the battlefield, so He Doesn't Like You usually gets to remove Krennic's Death Trooper's die (Which we usually have no need for.)

My build of this deck does include a lot of 1 of's. I like to have a handful of different tech cards, and each one had pulled it's weight at some time or another, and I like to have those options. Another use for Krennic's death trooper die is Loose Ends. This is usually only used once we're in a stable position and not on the brink of death. Jabba having so many focus results is a great reason to have a copy of All In. Extra discard is nice to have with Probe and Friends in Low Places. This deck doesn't need much money, so Bait and Switch can give you an instant 2 Disrupt or Discard, for when the situation calls.

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Play

For the mulligan, we're looking for Imperial Inspection, Fast Hands, and New Orders. I will toss away anything that isn't these 3 cards. Great secondary options are Personal Shield and Con Artist for a first 2 cost upgrade. Both of these upgrades gain additional value over time, so having them in your opening hand is great.

Each round I have a loose set of goals, with varying levels of importance. Assuming I have the battlefield, I want to roll in Jabba with my first action. I'm able to reroll to ensure I get my 2 Disrupt, proc Imperial Inspection, and fast hands the 2 Disrupt to make sure you don't ever have any money. Keeping your opponent's resources low is a high priority. After that, we try to mill as many cards as we can, and mitigate any damage we need to with our dice control events. After we've milled some cards and are feeling safe, we claim our Command Center - Lothal. Sometimes our opponent will claim early if they're feeling scared of the mill - which means I will use my time to fully resolve all other dice to their highest value. I'm okay if they claim early, as it ensures I won't take any more damage that round and I can finish milling the rest of their hand instead.

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Tournament Results

Round 1: Mon Mothma - Skilled Politician + Hired Gun x2

Round 2: [Elite]Rey - Force Prodigy + [Elite]Chewbacca - Loyal Friend

Round 3: [Elite]Rey - Force Prodigy + [Elite] Luminara Unduli - Inspiring Commander

Round 4: Kylo Ren - Vader's Disciple + Unkar Plutt - Junk Dealer + FN-2199 - Loyal Trooper

The last 3 matches played were all very close, and could have been lost if the opponent's rolls were a bit better. They all almost went to time (35 Minutes)

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If you have any questions feel free to ask away!

-Paul