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3 dice palp | 0 | 0 | 0 | 1.0 |
3 dice palp | 0 | 0 | 0 | 2.0 |
VB & J | 1 | 0 | 1 | 3.0 |
JoshisJoshingyou 42
Darksaber Palp is the best Palp. This deck is fun, not very competitive as you will lose every game you don't start with Way of the Force. Mulligan for it + truce/enrage. Resilient is just as important and is your second priority. After playing it some more and ending up 4th at a store champ (out of 10) I'd change one rise again or one all in for a Dark Ritual. I was also running one on the Hunt for dice mitigation and to deal with shields -1 Overconfidence.
The dream opening is make Palpatine elite round 1, round 2 make him resilient, then start saving for a Rise again into a darksaber. The bib specials add up fast letting you resolve up to 3 palp dice a turn. I rarely reroll and take what Palp gives so long as it isn't blank. The money helps fund more removal or the next Rise Again.
I ran my store champ version with Count Dooku's solar sailor. The focus off that to flip palp and dark saber to max damage is gross, the shield keep you in the game longer. Honed Skills can probably go, though one game in about 10 I got 5 upgrades on Palp. Might try better removal, or more yellow vs Kylo who got me in the tourney. Beat Anakin, eYoda, Cass mill, eThrawn eTalzin, lost to eKylo/eGovenor, and to eDooku Nute Blockade in the final round.