My First Palpy

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SKRAAAW 8

Version 4! Maybe someone will give me some notes this time?

To anybody that may have been following the history of this deck: I have finally played with version 3 of this deck! I don't actually own Power of the Dark Side so instead I was running Vader's TIE Advanced (DO NOT RECOMMEND, way too costly) and No Surrender (didn't like this one either, too situational). This is my most recent version based on the games I was finally able to play.

Some notes: 1) I was definitely putting too much value on my upgrades. My deck was very vulnerable to my Palpy dice being removed so I swapped a bunch of them out. I didn't know that Resilient existed but once I discovered it I knew it had to be included.

2) Supremely disappointed with Force Lightning. You'd think Palpy's signature move would be pretty good with Palpy, but I feel like it would be better as something to run with more characters. It costs too much and did waaaay too little in my games. The special side is especially disappointing since it only does 1 damage and I only had a blank available to remove for the reroll once in 5 or so games. Felt it just wasn't doing enough for me so I cut it.

3) So Sith Holocron is pretty hard to use huh? I figured I'd be slapping down free powers all willy nilly but I was only able to do so once. Every other opportunity I either rolled blanks, or my hand got nuked before I could resolve the special. On top of that I didn't have any trouble paying for my force powers normally. Soooo snip snip.

4) Soooo Palpy is SUPER vulnerable to die removal. This was not something I put a lot of thought into but now I know I need to be able to protect them until I can use them. Resilient, Endurance, Swiftness, and All In will hopefully be enough to make sure I'm able to either keep my dice alive through removal or use them before they can be removed.

5) I had a heavy focus on die manipulation in previous versions. I realize now that this was a mistake. Manipulation is annoying, but it can be undone. What you really need is removal. I still have a bunch of manipulation via my force powers, but I swapped out some stuff that was only changing dice and not removing them. Also tossed in an Overconfidence just to test it out.

So that's all I have to say on this for now I guess. If anyone actually looks at this let me know what you think!

Thanks to MonksGamingBattlefield for their list inspiring a lot of the changes I made to this one. If I hadn't stumbled upon that today I still wouldn't know that Resilient exists.

http://swdestinydb.com/decklist/view/20676/theogpalp9-316-5kublaconsgq-monksbaby-1.0

6 комментариев

Luckiertech 23

Hi, Same thing here, almost no one comment in my decks, i am using a naked Palp (no upgrades that gives dice) and is super effective, dont be afraid of taking damage, forget shields use more removal, Palp is a deck to win in the 3 round. My suggestion is put in Force Illusion an change the plot to Taking Ground so make sure you win the battlefield. Overconfidence in my opinion is one of the best removal card, i would use 2. the best combo i use is alter + Swiftness 10 dmg in a turn.

Luckiertech 23

Change the battlefield too, something more aggressive, you will claim more than your opponent, is about two weeks i made my, is a 4w - 2L( first loss was for a guy that used wrong second chance and i did not want to confront, the second loss was a mistake and bad luck i used a wrong battlefield that kill my dice and in the last turn i need just one dice whit range dmg and was a blank) btw i did destroy a Kylo (the new one) annakin deck.

SKRAAAW 8

@Luckiertech Yeah I've only seen one Palpy deck get any kind of attention (the one I mentioned in my description). Guess people just don't care about the old man.

Some of the restrictions are just due to what cards I actually own . I don't have Force Illusion or a second Overconfidence yet. I'm not super concerned about getting my battlefield as I am most likely going to be claiming on most turns and going first is enough of a benefit. I also really like the shield plot because if I lose the battlefield roll (which is fairly likely) and they don't choose mine I start off with 3 shields.

Razelll 244

@SKRAAAW Why do you run Force Push and Force Choke? I think Main Plaza - Vashka is better than Obi-Wan's Hut - Tatooine cuz you claim all the time. I don't think your supports are worth it other than maybe Dark Presence. Now You Will Die is a sneaky way to get damage out of your dice (it can also be used on blanks to get palps special off). I would also suggest Alter just like @Luckiertech said. Frighten or Intimidate are good ways to get rid of shields. Also, free removal like Doubt or Hidden Motive are good with palp if you are trying to save resources for Rise Again or something.

SKRAAAW 8

@Razelll For the force powers I just like them. I can see why Naked Palp would be better and faster, but I am still real new so I'll only be messing with casual play for the forseeable future. I honestly reeeeeeeaaally want to run Force Lightning too, just because it's my favorite force power, but that didn't perform well at all in my initial build. Force Choke's unblockable damage has won me a couple of real close games, and Force Push is there for extra damage or discard rolls to proc Dark Presence.

For Main Plaza - Vashka, I just don't like the risk. My opponent could very easily forgo a bunch of actions to pull the trigger on one that is already set up. Using Obi-Wan's Hut - Tatooine I get a sort of indirect heal, while also having a battlefield that won't necessarily help my opponent if they DO decide to claim early just to mess up my plans (which one of my friends does a lot).

Now You Will Die is probably a good idea, I didn't know about that one. Though that fills the same role as Power of the Dark Side. I can't resolve the blank but I CAN reroll it and if I get a blank again it's almost like resolving the Palp die but better. I just prefer the support to the event because I can use it more than once.

Interrogation Droid I should probably drop, I'm just fond of it and it's likely to roll a discard for Dark Presence. I don't own a whole lot of cards to replace it with yet, but it likely won't survive into future builds.

The game plan is to not have to use Rise Again if I can help it, but things don't always go according to plan of course. It's not a super resource heavy deck so by the time I need to use Rise it's pretty easy for me to stockpile a few resources for it by saving some and using Insidious.

If I was feeling froggy and wanted to go all out for speed and power (and could afford to....) I would probably drop the dice force powers I have for Force Speed and all of the supports and add whatever cheap tech and removal I can get my hands on.

Sorry about the wall of text,and thanks for your notes!

Razelll 244

NP, FYI Force Lightning says you may remove A die showing a blank, so you can remove their blanks.