Good... GOOD!

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Good... GOOD! (w/ guide) 56 43 64 2.0

Foz 1024

A midrange take on ePalpatine. I was tempted to call this control, but the inclusion of No Mercy and Now You Will Die make it pretty solidly midrange.

There is a lot of mitigation here which certainly helps keep Palpatine's 15 HP intact. Turns are pretty easy to play most of the time - roll in, resolve things, and play removal whenever it's the best time. I recommend not being too fussy about what you resolve, it's usually better to get something resolved for Palpatine's 2 damage ability than trying to force perfect rolls. Usually anything you roll is relevant anyway.

Card Choices - This decklist presented some tough choices, I'll talk about them here.

Maz's Castle - Takodana - Battlefield is one of the most debatable slots in ePalpatine builds. I choose Maz's Castle because it digs for Premonitions or Sith Holocron if you didn't open with it. Other choices can make the deck more aggressive or generate resources, but likely none has as much utility.

Premonitions - I feel this is the real workhorse of the deck. You're probably going to need Rise Again in most matches, but if you need to play removal every turn you'll never afford it. Premonitions makes it free as long as you find the other copy. You can also put Force Lightning or Mind Probe here if you have to, but far and away Rise Again is the best play.

No Mercy - It's the reason the deck is entirely blue. You won't always need it or want it, but when you do it's all-star. Sometimes it just wins you the game, or crushes the character that was about to pile damage onto you. It's situational, but ultimately the upside is so much I opted to build so you could always play it if you draw it.

Sith Holocron - If you're playing enough removal, you'll probably never find the resources to play any upgrades. I had Lure of Power and Immobilize in earlier builds but never found resources to play them. In this version, upgrades are free or not at all.

Force Speed - It's not here. It's of questionable use in a 1-character list, and doesn't really help you dodge removal like you would think. It's not useless, but I feel everything else is better / more important.

Abandon All Hope - I have seen this in a few lists. I don't like it. Giving your opponent choice usually ends badly for you, and the two resource cost generally leaves you with no other removal for the turn. Your opponent will probably drop his resources and then destroy you with rerolls and 0-cost cards while you can't remove anything.

Mind Trick - It has potential. It could get tons of dice off the board late in a game. It doesn't do very much early though, and your opponent might play around it. I opted to play more general cards over this. This and Lure of Power are probably the two closest cards to making the cut.

Overconfidence - A quirky card that I played with some. It can be a reroll for you plus removal, and Palpatine's die will win the roll against most other dice to remove them... as long as you don't roll a blank. That 1/6 is ultimately what kept it out of my deck, it's a huge blow if you spend 1 resource and end up removing your own die.

That about sums up the theory behind all this. If you have any questions or comments, by all means feel free I appreciate the discussion/criticism.

3 comentários

ShlinkLincoln 33

Great recap of you deck. Solid card choices. Please let us know how this deck does.

Foz 1024

So far I'm 4 - 1 with it. The loss was not really a matchup problem as much as poor luck - he came up with huge damage rolls early, and I couldn't find enough removal or any of my setup cards. Couldn't get much done, and got outraced. I played against a Baze / Chirrut build last night with a lot of removal, and man Guard is really good at basically ending Palpatine's turn. Makes me happy that blue hero lists with Qui-Gon and Obi-Wan don't seem that popular.

There were quite a number of times where I would have played Mind Trick if I had it. People tend to roll all dice in and then do rerolls meaning this can likely hit numerous dice. Probably making cuts to find room for 2 copies.

Now You Will Die hasn't done anything yet. I saw it in several of the games, but never in a position where it would kill a character. I don't generally use it unless it kills a character - trading a 2 or 2 die for 2 damage isn't really that good for 1, the card only seems good for the value of "surprise, your guy is actually dead." Dark Presence has been quiet too, though that's because I simply haven't drawn them much. I may cut the former, but I doubt Presence is going anywhere - in a deck full of 1- and 2-cost things, a 0-cost that does work has value.

Removal cards have mostly been effective. Deflect is dead in some matches, but well worth keeping for the matches where it's good. That could change depending on your meta - if there aren't a lot of ranged decks in your area, I'd cut it for something else for sure, especially if you meta is suffering from Vibro-mania. In that case, the likely replacement is Block. On the other hand if your meta skews heavily in favor of ranged, Dodge could do a lot more work than Deflect.

Force Lightning has been everything I hoped. The special actually makes opponents scared to activate, worried they will show blanks that can be removed to put FL back in the pool. Rightly so - it happened a lot in my games. Sith Holocron's die is sometimes useful for that too.

Force Push is probably my second favorite ability, with healthy measures of both damage and control, and synergy with Dark Presence. The combo isn't very reliable, but it also works well with Force Lightning since you can resolve both specials in the same action, gaining blanks to eat with Lightning just as you need them.

Discarding to reroll is often a tough choice in this deck. Not just when to do it, but also what to throw out. This can especially happen if you're trying to hold Premonitions, Rise Again, or upgrades for Holocron. You could cut Premonitions to alleviate that some, but I don't think it's worth it. Worlds results seem to indicate high impact cards win games, and there's not much higher impact available right now than the chance to play a 4 or 5 card for free.

Animal 1

Finally had a chance to try this last night, worked really well. The write was a BIG help with looking how to play the deck :)