ePalp 1st Store Championship (33 players)

Simulateur de pioche
Probabilités: 0% – 0% plus
Inspiré de
Aucun. Ce deck est fait-maison.
Inspiration pour
DO IT V 2.0 0 0 0 1.0

meteora6123 161

1st Place in 33 player store championship at The Games Cube in Sydney, Australia. First round received the bye. Won next 4 rounds in swiss to finish 5-0 and 1st in swiss. I played against baby vader unkar, Luke rey, Poe maz and Palp in swiss.

Top 4 I played against Quigon Rey and won 2-1. Final was against same palp player I played in swiss and I won 2-1.

Card Choices:

Upgrades: fairly standard set of upgrades, I change from Force Throw to Force Push on the day as Force Throw wasn't that great in the last two store champs I played in. Force Push put in a lot of work setting up Force Lightning special and feel your anger as well as providing extra range and discard sides. The single Mind Probe was to have a 5th power to play off of Sith Holocron and Rise Again and it's solid but I prefer Force Lightning for No Mercy synergy.

Events: Mostly standard events focused on control and healing. Enrage is great for setting up Rise Again as it often provides the 5th resource needed. I chose 1 Deflect over High Ground as Deflect is amazing in the mirror and I didn't like the battlefield requirement on High Ground. I like having the flexibility to play fast or slow as needed.

Abandon All Hope was probably one of the best cards all day, shutting down Crime Lord, Rise Again, Second Chance, 5 cost vehicles and control. No one really expected it and it definitely won me games. The final choice was the single Now You Will Die as I wanted something to hit off Hunker Down if the opportunity arose. Only played it once all day in the final to turn a 2 shield to 2 melee to kill enemy palp for the win.

9 commentaires

Shaadea 1

Would you say that Force Speed was essential? I see it a lot in ePalp decks, and was running it myself before, but it didn't really convince me so I removed it.

meteora6123 161

Maybe not essential, but I personally wouldn't take it out. I don't normally pay resources to play any of the upgrades so having an upgrade that can be dropped for free is nice. Also the special lets you do things like double control, reroll resolve palp, resolve 2 different palp dice together or perhaps my favorites uses of it, force push special --> feel your anger to remove 2 or 3 dice and sitting on 4 resources and playing enrage rise again off the special

Foz 1024

You shut down Crime Lord with Abandon All Hope? How did that happen?

Teknikal 1

It removes all their resources or all their cards. So if they're sitting at 3-4 you just play it and if they get rid of their hand, you can overconfidence or feel your anger if a blank shows or force push it to blank as well

Foz 1024

My point is, I don't think Abandon really addresses Crime Lord well at all. The decks playing that card don't need any cards in hand to make it do its thing. By the time they have it and the resources, Fast Hands is probably down too, so now if it rolls special it resolves, and they don't need cards in hand for that to happen. Likely opponents with this card are either Baby Vader / Unkar which can claim it to special if on their battlefield, or Jabba/Unkar which can then activate Jabba to reroll a yellow die and/or land Jabba's focus sides to turn it. Either way I don't think it's usually having an empty hand that makes the difference in whether or not they get to Crime Lord you this turn.

I don't believe Abandon counters Crime Lord in any meaningful way.

meteora6123 161

Abandon all hope works better at denying them resources to play crime lord in the first place. Most of the time it is just trying to buy you an extra turn or so to finish off their characters. Certainly if they have already gotten crime lord out then it's not so great.

Palp will still lose to crime lord most games, but if they are sitting on the resources to play crime lord and crime lord in hand, first action abandon all hope gives you one more turn to try and win.

JimmyD 84

Right now, I would not play Palpatine without 2 Abandons. It's a subtly amazing card that does a variety of things that Palp really needs. Many games with him will simply come down to how many of your dice you get to resolve vs. how much mitigation your opponent has. At its most basic level, Abandon lets you leverage your resources to help stop all of the 1-cost die removal for a turn (this is also why I am a pretty big proponent of Moisture Farm with him). Their handful of removal becomes a tough discard choice at the end of the turn when it clogs their hand. Doubt is probably the best 0 cost option, and is far worse against Palpatine than everyone else, unless they get the 1/6 blank roll. Late game, one good Abandon can mean an incredible turn of mostly protected burst damage if you have an upgrade or two.

It's also one of the best cards in the mirror, helping you play around their Rise Again turn and/ or simply to resolve your dice at a slightly faster pace to race him.

As Far as Crime Lord goes, Abandon does do some work at slowing it down, and it's a pretty slow win condition already. Have people seen a lot of Crime Lords floating around right now? In this Poe/Maz and Rey/X kind of meta, Crime Lord seems like a slow and risky play. Even if you do run into it as Palp, it seems like you still have a good shot at just killing them while they try to set up their Crime Lord win.

meteora6123 161

Agree with pretty much all your points.

Regarding battlefield I have considered moisture farm and maz castle as alternatives to help with resources or digging for rise again. I have kept naboo mainly because of vibroknife decks shutting down shields and illusion.

After our first store champs, Poe maz hasn't been that popular since palp won there and people were swapping to Vader raider and now jabba unkar to combat palp, since he has 2/3 of the store champ wins thus far and made top 4 at all of them.

Toonz 19

I disagree about Abandon All Hope not preventing Crime Lord. It's the sole reason I ran it in my deck as my meta had strong Jabba/Unkar Presence. A well timed Abandon absolutely stops it. Play it when they are sitting on $4 to prevent it coming out. Pay it when they are sitting on $4 and it's on a character. I beat Jabba/Unkar at our SC and this card was 90% of why it won. When you play Palp vs Jabba/Unkar use Palps discards rather than damage till you remove the CL's.