Bring Him Before Me... Vegas Store Championship Winner

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Palps 0 0 0 1.0
Palp aggro speed 0 0 0 1.0
8 comentários

Olsen 311

Hi Justin, i like your article. I play a Version with 8 diffrent cards. I am very intressted how enraged worked out for you? I personaly love deflect. It is very good in the mirror match and I also used it a lot of times aiganst epoe/emaz. You can use it in every single matchup you discribed expect the jabba/dooku Mill one. The second question i have how you feel about doubt? I am not sure about that card. Thanks for your article.

JustinMcBride 175

@Olsen Thanks! Enrage is a wonderful card. It allows you to play cards much earlier than you were expecting. The one damage it deals is irrelevant. A common play I would make with it would be use it towards the end of turn with the two resources from the turn, pitch one of my expensive upgrades for a re-roll or during the discard step (Force Throw/Push/Lightning). Next turn immediately follow up with a Rise Again.

After playing the deck, I would cut the All In and Overconfidence for two copies of Deflect. Great card for mitigating ranged damage.

As for Doubt, I think it's one of the best 0 cost removal cards in the game. It re-rolls a dice, you need to be careful when you play it but it's great against dice with modified sides or many sides that are inconsequential to the match up.

Shaadea 1

No mind probe? Curious about that, since it deals quite some damage. Read your article, and can confirm that ePalp is a fast deck, so I'm wondering why you feel the need for Force speed?! (i started with Force speed in my deck too, but found that it was overkill most of the times). Plus the BF choice, I see the merits here. I run with Emperor's Throne room currently, since it ensures damage from those Force upgrades (or gives you a guaranteed upgrade when Holocron is on the table). Did you consider Throne Room, or even tried it?

rufusmcdufus 46

This deck is brutal. I played a variation this deck this afternoon to a 3-0 finish. I changed 6 cards.

I replaced Doubt (x2) with Deflect (x2) as I'd rather have narrow reliable removal than broad unreliable removal. I always assume my opponent will roll perfectly which makes me dislike Doubt.

I replaced Enrage (x2) with Immobilize (x2). I wanted more cheap upgrades and Immobilize gives Palpatine both a steady source of shields and soft mitigation.
I was nervous about removing Enrage in such a resource heavy deck but I didn't really run into any issues. My hesitation with Enrage was that the deck was putting so much effort into keeping Palpatine as healthy as possible that it felt counter productive to ping him.

I replaced All In with Force Choke. Again, I wanted another cheap upgrade and it plays nicely with Sith Holocron and No Mercy.

Lastly, I replaced Overconfidence with a 2nd High Ground. This is just another example of my personal preference for narrow reliable mitigation vs broad unreliable mitigation.

JustinMcBride 175

@ShaadeaI have considered Mind Probe when I was building this deck, however it really was geared towards trying to win the race against Poe/Maz and Rey/Poe. The problem with Mind Probe in here was that a lot of the time it was only doing 1-3 damage. I like Lightning a little more since it has synergy with some of our blanks just to squeeze a bit more damage. In reality, you could probably play either one. I prefer Mind Probe in decks that can cheat out a couple actions like a Rey, Tusken Raider or Fast Hands.

I have played many, many games with Throne Room. In my playtesting games, I always play when I lose the roll. Throne Room is one of the most powerful battlegrounds in the game, however I wouldn't want it to be the choice for this deck. If you run it, and lose the roll, the Maz Poe decks are going to pick your battlefield for the extra shields which will severely hamper you.

Force Speed is good for a couple of reasons: It's free - it has a shield side, a focus side and a special which will help you sculpt your damage quickly. Now FS does nothing against an opponent who will remove Palpatine's dice whatever he rolls. However, most players tend to play removal when he rolls damage. This make FS a much more powerful card. If you didn't want to run FS, I could see Trust Your Instincts fitting in here just to thin the deck out a bit.

@rufusmcdufusI have also changed a couple cards from my SC version of this as well. My most recent change was to cut the All In for the second copy of Overconfidence. I have also considered changing Doubt to Deflect as well, but then I feel you lose so much against Vibroknife. I also think in some metas it would be perfectly acceptable to cut Overconfidence altogether for Deflect/and or Immobilize so I think those are solid changes. I can see some merit towards cutting Enrage, but I feel the deck plays better with the ramp card since there are some expensive cards that want to be played.

Shaadea 1

Thanks for the answer. My "problem" with Force speed: if I draw it turn 3 (or a second one after one is in play already) then almost any other card would have been better. All you can do is discard for reroll then; there's only so much you get out of FS imo. I can see the reason for not using throne room, but it's just so good to have it :-) you are right of course, we shouldn't help Poe/Maz, it's already tricky enough to beat them. Are you happy with "Lure of Power"? First time I saw that card I was "wow". Played it in different decks, sometimes with great effects, but the last few games it disappointed due to the 2 blank sides. With Force Lightning out those blanks will be precious of course, but otherwise? Also it can't be brought in with the Holocron, another disadvantage. I really want to like that card, but seems that my view is clouded here... ;-)

JustinMcBride 175

@Shaadea Force Speed is in an interesting spot for me personally. I've been known to play it upwards toward turn 5 if I happen to draw it late. I really like being able to use it's effect to pitch and re-roll without interruption to help resolve dice quicker. I also have used it it many times to help gain a claim quicker. I can see people not wanting to run it because essentially it can be a poor draw later. I just like it for a deck like this.

As for Lure of Power, I really like that it plays around how I feel Palpatine should be played - Try to resolve whatever you roll as quickly as possible. Rolled a shield side on Palp? Well, use it and gain 3 shields. Discard side? 3 discards is pretty solid in stopping them from sculpting maximum damage. Resources also really help. Palpatine's an interesting character that he does at minimum (baring removal) 4 damage (minimum) to 10 damage (maximum) a turn. No other character can do that in the game right now. The die does have two blanks, which makes it a bit inconsistent. Those blanks also have synergy with Force Lightning (though I would prefer to remove the opponent's dice if possible).

Now there are some matchups where pitching and re-rolling your Palpatine dice is the right play, but against Poe/Maz, I feel that ou can't afford to do that.

Both Force Speed and Lure of Power help in regards to help speed the deck against Poe/Maz. I would only really drop those from the deck if Maz/Poe were to fade away.

Shaadea 1

Great insights, again thanks. I will run either a Palp or a Royal Vader during a national tournament here, not sure yet (although I like the Palp deck somewhat better), so I collect all the info I can get from players that ran one in a tournament already (successfully ;-) ). Will give FS and LoP a try again, see what I can do with it thanks to the knowledge I collected.