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Defensive Mastermind - A Mill Deck
Welcome to another Tybrid brand deck build and guide. The history of this one is pretty simple. I was listening to Smerle talk about his own General Rieekan - Defensive Mastermind build and I started trying to puzzle out how I would build something like that.
In the latest update we take some lessons from the Austrailian National championships, seeing what did and didn't work for them there, and tweak what we have here to assist in the overall game plan.
General Rieekan - Defensive Mastermind - Can't build a Rieekan mill deck without Rieekan. Just can't be done.
Padme Amidala - Queen of Naboo - Solid mill character. Useful , has that nice 2 , provides a much needed face also. Also puts us into Yellow.
Jedi Instructor - More and more I'm wanting my characters to have some sort of dice fixing that comes as a part of rolling them. Instructor puts us in Blue, and has pretty good synergy with our other characters.
But Tybrid, there's only 3 dice!?!
Yes there are only three dice here. It's ok. We're going to win with our max possible dice on the field being a total of 8. This build is about gaining shields and mitigating dice, neither of those things need a bunch of dice to be accomplished.
Command Center - Lothal is the new battlefield of choice. On the off chance that our opponent picks it, try to play a slightly faster game and be willing to leave some dice in the pool to keep the claim going. Most of the time however, our opponent is going to take their own field, because the shields do nothing for them in a mill match. (Even though they do a lot for us)
Protective Mentor - This card is just insane in a deck that generates as many shields as we do. When you play the first one, it's like giving the other 2 characters a max capacity of 6 shields instead of 3. If you play them both? Now 2 characters have 6 shields to draw from, and one character has 9.
Maz's Goggles - a solid one cost upgrade that sports both and the really cool for helping us close out the game. Solid include, solid early drop.
Scout - Another cheap and easy to play upgrade that helps us grab a card from their hand when we need to. Has that side when we need it to boot!
C-3PO - Easily the best card in Hero Red. His ability does so much in this or any deck. Often the only dice your opponent really needs to control, be careful with him.
Honor Guard - Simple but efficient removal for pesky damage sides. We wouldn't want any of our shields to get taken after all.
All Quiet On The Front - The game finisher. Cuts 6-9 cards out of the opponents deck. We have 30 health, so if losing our shields will finish off their deck, we should be ok.
Caution - Keep the shields coming, usually one of the character dice is worth the swing in shields considering what all we use them for.
Flank - We have a lot of slow little actions that let us delay rolling out. That in turn makes Flank better. Win/Win.
Friends in Low Places - Solid endgame card to assist us with clearing out their hand. Not a bad card in the mid game but I'd be sure to mulligan this card away early on.
Krayt Dragon Howl In my opinion the flex card in the deck, but the later in the game you use this, the better it becomes as removal instead of more mill.
Loth-Cat and Mouse - Generally useful removal that only takes dice to use, since we don't need dice and generally win on our events, it's even better.