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State of the Mill: A New Era Begins

I have never had this much fun playing mill that I can remember. I’ve been a mill player for awhile now and I can say, with certainty, that FFG is on the right path for this archetype. What is making me super giddy and incredibly excited?  

Everything.

A Whole New Mill

Mill is no longer the mill you have come to expect. You’re no longer trying to race to discard their deck as fast as possible. You must be precise. Pick your moment. Peck at their cards. Peck at their dice. Peck at their deck. It’s a game of chess as you and your opponent are trying to get advantage over the other. Or if you go after their whole deck, you will need to protect your team. Many ways to accomplish this and that is the joy of playing this archetype. One way is not the only road to success. 

I see mill being more control-oriented in the current meta and as a second option, not the first. Hand disruption has been so hard to come by with prior sets for mill. Trilogies format especially has seen some great cards come out to help. Bespin Wing Guard (RV18), for example, is a reusable resource for hand disruption. Need some resources? Drop down a Scrap Heap (LG165) for a return on your investment. Need some health? Plop down a Medical Droid (TP26) for some help along the way. Mill has gotten even more health regeneration options with Way of the Force. First Aid (WF77) on round one can stop the bleeding early and in future rounds, it’s another Field Medic (AW105). Cheap heal cards are never a bad idea. There is also Dex’s Diner (WF107). A one-stop-shop for heals over time. You can literally utilize a third of your deck for just heals. Crazy, right?

Poor Unfortunate Control

What goodies has Way of the Force given us in regards to dice control? Let’s start with Pacify (WF61). Two words: cheap and versatile. Zero-drops never looked so good. Way of the Light is another card that speaks to me. A cheap card to remove a non-Hero die. Every deck meets this requirement somehow especially with all the rave of Snoke (WF4) and Thrawn (EW4) being a good pairing. Yes, it will be a thing. Prepare for it. You have been warned. Have you had Beguile (WF109) or Triple Threat (WF106) used on you? It’s quite satisfying to mess with some many dice and for a fair price. A favorite of mine is In the Crosshairs (WF133). Slightly pricier than Defend (LG158) or Dive (LG159), but more powerful. And the Ambush never makes me regret that play. Cards like Flames of the Past (WF112) and Control (WF110) look incredibly fun. Such manipulation is key to winning. Also, cards not seeing play are making a comeback. Commando Raid (AW103) never looked so pretty. Seriously, Mill has so many options right now.  I literally made 5 mill decks after release with different combinations of characters. It can be done.

 

Controlling a player’s turn is more aggravating to them then discarding their deck. For everyone that says mill is NPE, don’t knock it until you try it. Not everything has to be a sprint. Slow and methodical wins the race. There are other ways to win. Enough about that, this is geared for all of my mill players out there. My hope is to convert someone over to the mill side. Nothing warms my heart more.

What has got you excited about mill moving forward? What cards do you feel will set the archetype up for success? Which characters are you looking forward to playing? Please comment below and give me your thoughts. Thank you for reading!

 

May The Mill Be With You!

 


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