Kartenziehsimulation |
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Abgeleitet von |
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Nicht abgeleitet. Das ist ein selbst gemachtes Deck. |
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Noch keine. |
TheHyperloops 3691
_Edit: _I update the list on the Gauntlet page with the suggestions given here, thanks y'all. If you click on the link so you can see the update. Not sure how we missed Force Illusion and Abandon All Hope. There are a bunch of cards that seem reasonable as well like No Mercy, I think it really depends on play style and how you want the games to go.
This is a test decklist from TheHyperloops.com Gauntlet Page, you can see that here: http://www.thehyperloops.com/gauntlet/
With Regionals fast approaching we have updated the Gauntlet with post Pax unplugged decklists. We usually rely on community created lists for the gauntlet but we didn't find a new Palp list with an in depth write up.
Cards to consider: Force Throw Intimidate Sound The Alarm Trust Your Instincts Swiftness Use The Force Aim It Will All Be Mine No Survivors As I Have Foreseen Moisture Farm - Tatooine
Good luck testing for your Regionals!
13 Kommentare |
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This just in, someone at Hyperloops trying to tank Palpatine players at Regionals by tricking them into playing awful cards (Premonitions) and leaving off excellent ones (Force Illusion)! Fess up, who is it that has a pet deck with a bad matchup against the Galactic Emperor? ;P Light Bow specials, Intimidate, and action cheating Sabines already scare the shit out of me, and losing 50% of my out of turn mitigation without Force Illusion is just not happening. I'm also of the opinion that in the current metagame, having removal that isn't specific to damage sides showing is very important. I'd cut on High Grounds & Deflects for more Overconfidence and some Feel Your Angers.
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I played Palp at Pax Unplugged with a similar list, but had Abandon All Hope. Each round I played that, I avoided dice mitigation and put out a great deal of damage. |
Dark Presence is a bad choice, because you always activate before your oponent. |
I updated the list on the gauntlet page to reflect the changes that were suggested here but they can't be changed on here without starting a new thread. |
Premonitions, really? I mean if you like that more than good cards. |
And I would lose Enrage and replace it with Rejuvenate. You don't need the one resource that badly, this deck is almost free to run. |
But to each their own. |
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I definitely see the reasoning behind Enrage. Economy is always important. I just know that with Palp, it feels like every single health point is more important. I'm curious about the non-inclusion of Sound The Alarm. Is it to make room for more No Mercy targets? |
No Surrender is a very good include for Palp. Every die side is good, but the blank. If you roll a blank, your opponent will focus dice removal on the other dice, leaving the blank for you to reroll and then maybe they will remove it. No Surrender takes that blank, rerolls it and resolves it before it can be removed, all for free. |
This is great! I've been playing ePalp the last two metas and just have two comments to add: 1) Agree w/ John Solo that premonitions is too slow 2) I like having 1x Battle of Will. It's high variance but is +EV vs. almost every deck, and can be a good comeback mechanic (or early tempo risk worth taking) Thanks for posting! |
Battle of Wills is never going to provide enough value to be worth it. Before the card even resolves you have spent 1 card, 1 action, and 1 resource. The result is you either remove the 2 most important dice in your deck or they lose 1 or 2 of their worst dice |
Premonitions is a waste of 2 cards. I am a fan of ramping my cards with Palp. Putting in Force Choke, Immobilize, Temptation allows you to add on those Force Push for a space dollar, then force lightning the next round for a space dollar if you are lacking on the Holocron action. Force speed is nice, but only 1 in the deck at most IF AT ALL. Mind probe nice. Thank you for not having Force Illusion cause that is a complete waste as well. Palp needs his cards and can get health back fast.
ALWAYS INCLUDE Dark Presence for free dice removal. Palp, Force Choke, Mind Probe, Force Push all have discard sides, so hitting that on activation is nearly guaranteed and BOOM, 2 dice gone. Oh, and Doubt is an awful card. But these are just my opinions :)