BrianRaby13s Discount Events

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Palpatine's Discount Events 10 7 11 1.0
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BrianRaby 90

This is an updated list For what had been a large work in progress. The first version that I made can be found here: https://swdestinydb.com/decklist/view/18945/palpatinesdiscountevents-1.0

This is my own take on another deck that I saw that was built for Trilogy and I felt that it's potential would be maximized in Standard. At this point I'm not 100% sure that is the case but the deck is alot of fun and can do some amazing things when the pressure is on.

The big hooks to the deck are its ability to play an and an or two on each turn, ideally making it's better and the opponents worse or hitting with Mack Truck level damage at an early point in the game.

A few keys to getting some survivability out of this 3 list are to:

1)Pick your opponents exclusively unless you are facing a deck that is built around it. The extra 4 health could be what gives that extra activation for the kill shot.

2) damage adds up fast! This is the least common damage symbol but is very important. My experience has been that even highly skilled players will spread them out for character longevity or soak them up with . Both options are good for you because typically you do a turn with a little damage followed by a turn with alot of damage on a continuous circle. Them spreading it out means it is easier to kill a character quickly in the next round and them removing usually means that you have damaged their most important character.

3)You have to get a feel for the tempo of the turns to really perform well. Know that on low damage turns you want to keep the damage you take also low and on high damage turns you are trying to get as much hurt in as possible. Play ambush weapons on turns that feel like they will be high damage and play that remove and longevity like Force Illusion and Mobilize on light damage turns.

There are some key combos that warrant attention as well some individual that can be tricky to time and/or target.

We Have Them Now and Tactical Mastery create blowouts. Used together they can provide 15+ damage turns very quickly. All In could be added as the last action to really punish your opponent. This combo works best when your opponent has claimed early, ran out of , or has few in hand. You roll out slow, discard to reroll, and eat up activations to tempt your opponent to over extend or commit to a non-mitigative strategy. Against this deck your opponent will always want to remove your so you have to learn how to anticipate their turn-by-turn strategy.

Mobilize is great to play on a low damage turn and is a very effective way to set up for a first action Rise Again. This will guarantee Palps survival for a few actions next round and is such a huge play that if you play an ambush weapon from the pile while resolving your opponent will tilt like a pinball machine in an earthquake. Example: Play Rise Again to heal Palp and target Kallus' Bo-Rifle from . Attach Kallus' Bo-Rifle to Palp and declare that you will roll in Palp with your ambush action. You potentially have 10+ damage on board, revived a soon-to-be toast Palp, and taken back board control/power before your opponent even got an action when they thought they were moments from downing Palp and solidifying a win.

All In has finished games for me and I believe that with all 3 damage types in the deck it is always a great card to have. Your opponent may think that they have action two before they need worry about the bulk of your damage and you can toss it all at them in response. You want to resolve as much damage as you can before they take your die away while being mindful of your cheaper . For that matter you can laugh maniacally while use Palps power action to play the All In.

Fragmentation Grenade is one that I love to attach in this deck. Play it as soon as you can to add 5 sides to your board. I rarely resolve it; both because I only want to pay for the 3 and because it draws removal due to it's consistent damage threat (but I am always happy to have it). This is fine; they can only remove so many a turn and we know to punish them on the turns that they can't.

Crush the Rebellion is essentially a better Deflect for us. As was said earlier that adds up fast. Having the ability to remove any damage makes it a solid choice.

Subjugate has been contended but it's ability to remove ANY without having to 'spot' a specific color pays off. Alter or Overconfidence could fill this spot easily if one were so inclined.

Captain Phasma's Blaster and Kallus' Bo-Rifle were both set to 1 copy in order to keep the average cost of weapons closer to 2. Both are great weapons and both are great reroll fodder to setup for Rise Again but in the interest of consistent performance you would most likely have to override another weapon to play them and you are better off just adding another 2 .

Mislead is my Meta choice due to a high number of Yoda - Wizened Master being used. If not for that Alter or Overconfidence would be used instead. Both are awkward against Yoda - Wizened Master and Mislead is always useful.

Secret Mission is my choice for . Knowing that we want to pick our opponents this gives us a way to possibly offset the 2 that our loathed enemy will get. We claim the pretty consistently due to low count and mass resolution tricks. Other fast damage decks could punish us but will typically want their own for first action. If we have the choice then the 2 are more important than going first.

There are some changes here that I haven't had more than minimal testing for and I will be piloting this on Tuesday to see how it performs. More updates to come!

4 comentários

the BEAST 1128

I wanted to try something like this too! How was We Have Them Now? I'm not sure about it because it requires to have the battlefield, and with 3 different damage sides (4 w/ special) this deck looks slow. Also, you selected the wrong battlefield card in deck description ;). Lastly, why wouldn't you run Locked and Loaded to go with Fragmentation Grenades? How about Three Steps Ahead? Nice list/guide overall!

BrianRaby 90

Thank you for your kind words and insight!

We Have Them Now was honestly really great when paired with Tactical Mastery. The deck is faster than it seems but one of the key requirements to doing well with it is predicting what the next couple of turns will look like. If you foresee not being able to claim the battlefield then you pitch it and dig for something more relevant (or Rise Again!). If you get Tactical Mastery and We Have Them Now the best thing to do is go all in on that strategy and use your first 2 actions to roll both characters in and then on the next action play the combo and deal as much damage as possible.

I truly didn't even look at Locked and Loaded and I think it could work out but I prefer We Have Them Now and rarely found that I wasn't claiming.

This evening I will be playing a different version that I stumbled across that focuses a bit more on protecting palpatine - Darth Sidious. It runs Death Trooper. It is a little lighter on upgrades but has more mitigation (plus some spicy one-ofs for blowouts).

The deck list is here: swdestinydb.com

I am running it just like listed and all credit goes to the author on that one.

Please let me know if you try any of these things out and how they go! I want Palpatine - Darth Sidious to work so badly but having to run him with only 1 other die is brutal!

the BEAST 1128

@BrianRabyI'll make sure to try this soon - might bring it to my store tourney this Sunday, tho I'm having great success with my version of Yoda/Hondo (I'll need to win at least another tournament with it before I retire it; or at least lose a game LOL). Back to Palp, the one card I might tech in will be Three Steps Ahead because it seems so unexpected. I will tell you how my testing goes (probably against some of the meta decks). Palpatine - Darth Sidious is interesting and I'm looking forward to this! Please share your testing and any changes. Good luck!

the BEAST 1128

Hello again @BrianRaby. I built a version of the deck with some cards I liked and I do dig it. This deck has some potential! I playtested against the world 1st place deck and went 1-1. Got unlucky when I got 4 blanks for his Feel Your Anger, but other than that, it went pretty well. Some cards I liked were Snare, Alter, and Mobilize. Haven't got my Three Steps Ahead in any of the games so I'm hoping I can test it soon. I'll keep you updated if you want! ;)