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Trilogy Quick Hit (Rose and the Boys)

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Ok. I’ll stop with the X and the Boys schtick after this. A big thank you and shoutout is also in order to our Patreoni xchitownx who got surprisingly close to this exact version, you can ask him about his particular interpretation on the concept in Discord!
This character suite comprises the sole mill deck in Trilogy format at the moment, or at least the only one worth taking seriously.
It is really difficult to talk about this deck piecemeal because of how interlocked everything is, but I’ll give it a go in chunks.



Force Meditation is pretty self-explanatory here, nothing chews a deck faster than getting to resolve it plus two Yoda dice, and even if it gets removed the die functioned as an “Ambush: Opponent discards a card and pays whatever that card cost”.
Bartering is our Chance Cube stand-in, just as an additional discard side to roll and resolve, and sometimes making the big bucks. Extremely occasionally, it is useful to force a draw into an already waiting Jar-Jar or Rose discard side.
Where Bartering really shines in my opinion though, is forcing target selection. Just by sitting down, your opponent is either going to target Yoda or Jar-Jar. If you slam Bartering down on either one of them, you get to make the choice. Against decks heavy into their char dice like Zeb Saw or Obi, you probably want to put it on Yoda so that Jar-Jar doesn’t get one-shot. Against indirect damage, or decks that throw a lot of little dice at you like Talzin, put it on Jar Jar to give Yoda the longest time to work his magic. Why not put it on Rose and keep it until the end?
Diplomatic Immunity. If someone is going to die, (spoiler alert, someone’s gonna die) overwriting Bartering with Diplomatic Immunity for what is now four free shields is amazing. And if they decide to switch targets because of it, so much the better. At it’s worst, your second Diplomatic Immunity functions as a preemptive Field Medic… Which in other formats is likened to a reactive Electroshock. So by the power of the transitive property, Diplomatic Immunity is equal to either one or two Electroshocks without needing to spot yellow right?
Kinda. Intimidate isn’t seeing too much play, but Frighten is around in the Talzin decks for sure. So DI isn’t always going to be the best thing in the world, but it is just one source in a sea of many for shields in this deck.



Suppression Field and Republic Cruiser do the same thing at the same price, but in a bit of a different way. The less chars you have, the less the Cruiser is useful but Yoda dice get it rocking and rolling from the get-go while suppression field is at 100% throughout the game, and can stick around longer than anyone expects with Rose specials doing work. 
Scrap Heap is essentially free money, and is one of the best things to have in your opening hand. Even when going second, and tempting your opponent into a Vandalize, it costs the opponent a card, money, and dice and makes it less likely that your REAL Vandalize targets (BWG, Diplo) get nabbed.
Bespin Wing Guard really solves that end game problem mill has, for a low-low price. Almost painless really when you consider that we have 8 resource sides across five character dice not to mention the Scrap Heap. Play it ASAP even at the cost of damage. The deck is easy to chew, the hand is much harder to get at with dice.


Pretty standard removal suite here. Easy Pickings and Entangle make Jar-Jar a bit more likely to be targeted which on the whole, is a good thing. 
Indirect damage is prevalent enough to make Invigorate cost effective, and even when your opponent has direct damage Crash Landing ensures that you can find a use for it without relying on the reactive Dangerous Maneuver. One thing to keep in mind is playing around Sudden Impact, and that sometimes Crash Landing a 3-side that is showing Indirect Damage isn’t a “do nothing” play, but instead saving you three damage.
Scruffy Nerf Herder should nearly always be called on “Upgrade” or “Support” to keep your opponents dice to a manageable level, and this is also where…
Vandalize really shines. Upgrades in this format come in two flavors. Piddly things like Hunting Rifle/Dank Counsel, and “OMG that will wreck me” like Force Wave/Auto-Cannon. The former always turns into the latter, either by ramping with extra resolutions or by straight-up overwriting. 
Luckily, with five character dice of which only two are “must-resolve” on any given turn we can always spare a few to handle the major threats and pulling one back to ditch their one-cost is painless. And you know what makes Vandalize even easier to pull off?


Jar Jar Binks

Opponent has two choices per turn while the Gungan is alive. Option A is to give you a character specific Hit and Run, option B is to give you a free Sound the Alarm. No-one is particularly happy to make that choice, and sometimes you get an unexpected bonus of them forgetting about it entirely. At the very least we can put Jar Jar squarely in the anti-Talzin category, which isn’t a bad place to be at all.
At the time of writing, this is Lukas Litzsinger’s go-to Trilogy deck, though his version runs quite a few different cards last I checked (Dangerous Manuever and Strength Through Weakness for starters). 
Playing against Lukas in Portland was my first exposure to the concept, and it is no secret that I’m not a huge fan of mill. But this mill deck is actually fun for me to play and play against in the sense that it isn’t on auto-pilot, and there is plenty of interaction to be had on both sides of the table. I highly encourage anyone to test with it and get a feel for how the deck operates under different conditions.


Hope you don’t get Force Waved!
-Agent Of Zion