Palp Eternal: TCI Release Torni Deck

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Freeby192 1

Ran this in release torni but forgot to upload it. But I am now because I want to be the OG of this build haha. Anyways went 3-2 with it if i remember correctly. Although I should of had a win in the first game I played because he was milling me and time was called for last round but I ditched last card for a reroll thinking I had lost already but I forgot it was who had most damage and I did, but ditched last card to make his mill successful, he still played extremely well though.

Made few tweeks to it because it had allot more removal and not as many upgrades, and that was my down fall. I ended up just prolonging my loss because I didn't have enough fuel (upgrades) to keep the fire going so to speak. So altered the build slightly. But when running it try and ramp up don't be afraid to hold onto order 66 and play upgrade instead because you will heal all damage, and deal damage, later. Just try get down your merchant and forbidden. Did originally have -It binds- instead of merchant but realized I need money more than a decrease in cost of certain cards. My aim is to just get at least 2 upgrades down, then you are dangerous. Also try not to keep ditching for re roll if palp die just wont roll, you don't want to give opponent chance to remove the dice and get damage into you as well. You will already be taking some from holding onto removal

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