Palp 4-0 Beaverton, OR @ smugglers run gaming

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Palp 4-0 Beaverton, OR @ smugglers run gaming 0 0 0 1.0

Queklaine 222

Rd 1 vs ePalp3/eWat

Rd 2 vs Grevious3/Commando Droid x3

Rd 3 vs eQuigon2/eSatine/lightsaber mastery

Rd 4 vs ePalp2/Super Battle Droid

I've been testing this deck for about 3 weeks and after 20-30 games, its still undefeated, including going 4-0 is the most recent standard tournament. In most games I've played, palpatine has not really been in any danger of falling. This is a pretty straight forward build making sure that every card and dice has a purpose

The first thing that I'm sure jumps out to everyone is that fact that I produce so much money with Watto, but theres no vaders fist. I had it in the deck originally and drew it the first 8 games I played. In all 8, I discarded it for a reroll. It became most obvious that I didnt need it when on turn one of a game, I had 6 resources due to a power action and good roll from watto. I could either play Fist which we all know is really good, or I could play 2 upgrades on palp giving me 2 more health, 2 more dice, a target for palps power action, and also building towards later game cards like Bacta and Fatal blow. I replaced it with Imperiallis after that game which has been quite effective and I have been happy to draw that card pretty much every time I see it. I also dont mind running 2 of it despite it being unique because of its special that lets you discard it for 4 indirect. I think the rest of the supports pretty much speak for themselves.

The events are pretty self explanatory. Fatal blow and Bacta are auto includes because of palps ability. I try to run at least 10 removals in all my decks but 8 is a bare minimum which is what I have hear. Most games, no questions asked is the mvp. With all the cash you get from Watto, you can easily pay for it and it just wrecks your opponents entire turn. Sure they are gaining money from it. But you take their best 3 dice and get to draw 3 cards since most of the time, you are playing on your battlefield. Once they get down to one character with a max of 5 dice, taking 3 of those pretty much ends there turn. With constant shielding that you get and the occasional bacta, they just cant get enough damage threw.

My upgrades are all effective. I love getting both soretsus and overwriting one with the other for a free removal. While I see a lot of people running things like malice and bartering in this deck, I dont think its worth the card slot. There is nothing here I'm willing to part with for an additional health and a dice that doesnt do much. My first round match against palp/wat made this very obvious. Our game went to time because we both kept rolling bad and got a lot of shields. At the end, I had 7 upgrades on my palp and he had 11 on his. Still at the end, I had 15 damage on his palpatine, and he had 2 on mine. Most of his dice were not a threat to me and I removed the ones that were.

The one card I have in here that I consider a flex spot is the second copy of fatal blow. Its most effective late game for obvious reasons so drawing early usually means its pitched for a reroll. Possible replacements for it are the protective suit to prevent the silver bullet that mind extraction is. I dont think I've ever had my palp at 10 damage where it would just kill him. But at the same time, it causes an instant drop down to 3 upgrades which would be really annoying. The 3rd possible flex would be to include mind extraction for dealing with palp mirror match, vader, and a few key others that it would be efffective against.

4 komentarze

karolko 250

Impressed with the build, took it to our very long overdue regionals and placed second losing in finals to another Palp / Watto build in very close third game (where we had both just Watto left and my Imperialis failed to cooperate for win with like 5 rerols only to be murdered by Vader's fist next round). My change to your deck was -1 Fatal Blow for +1 Mind Extraction which won multiple games this tourney. After playing with the deck I would probably swap out 1x Imperialis for 1x Breaking Bonds and would also consider running single Vader's Fist but that would need some more playtesting.

Queklaine 222

Ya mind extraction was another option I was considering instead of that second fatal blow. I can see swapping 1 imperiallis out. I always liked getting it, but I guess it becomes want vs need. I would rather run the protective suit than breaking bonds. The suit can be played and then overwritten if you dont need it. It can also be returned to your hand with its power action and then pitched for a discard. I think its more versitile. Breaking bonds is basically a dead card if your opponent doenst play any downgrades. The downside to the suit compared to bonds is that it doesnt help with something thats already on you. However, mind extraction is really the only one you have to avoid and most will save it till you have 10 damage on you before playing it. So theres a good chance you get the suit before then play it. I know its seems stupid not to run fist but I've just never had the money and had playing it be my best option, as wierd as that sounds. I was going back and forth on whether or not to run suit and extraction for my flex slot. Maybe one less imperiallis and running both is the way to go.

Orffme 71

I love that there are 2x of all cards. Very bold and confident.

karolko 250

As for Protective Suit vs. Breaking Bonds - everyone and their mother were splashing Mind Extraction if they were able to. Round 3 (Palp that I won first game and then lost in finals) and Round 4 opponents (Snoke, Watto, FOST) (they were also my finals and semi-finals opponents) did pack it and I think just once my Palp was instantly killed because of Mind Extraction other times it was played as soon as possible to shut up Palp extra slots, extra health and power action. So I am currently leaning on to Breaking Bonds but can see how Protective Suit can be preferred.