抽牌模拟器 |
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可能性:
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无.这是原创牌组. |
灵感源自于 | ||||
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Sly Palpy | 0 | 0 | 1 | 1.0 |
ePalp3/eWatto | 1 | 1 | 0 | 1.0 |
ePalp3/eWatto: First Try | 0 | 0 | 4 | 1.0 |
Palp and Watto | 0 | 0 | 0 | 1.0 |
Wattotine | 0 | 0 | 0 | 1.0 |
Dice of Failure 822
See my detailed writeup here.
One thing different from the article. I swapped out Truce for A Tale of Tragedy. The extra resource on the fly was nice, but too many of my playtests hinged on whether or not Watto rolled well. A Tale of Tragedy all but guarantees consistency out of Watto's dice, and it's a good way to guarantee 3 resources (net 2) to play with if Watto decides he only wants to discard or disrupt.
Cards I'm considering:
It Binds All Things - It's not nearly as good in the short term as Forbidden Lore. Forbidden Lore is a free cost reduction that essentially lowers my deck size, with its card-draw. That said, when round 3 rolls around, I'd love to have It Binds.
Endow - The endow play is interesting. It helps pacing with cards like Force Jump, and even just the value of getting a third roll out of Force Storm could be huge. That said, I'm not convinced this ends up as anything more than a one-of, especially with the other tech we may need to work in.
Protective Suit - This will likely become a 2-of eventually, but there's no point in teching for a meta that doesn't exist. If Palp gets big and Mind Extraction rises up to challenge it, then you'll have to run Protective Suit, the same way Caster decks had to run Shield Generator. Until that time, I'm gonna leave it out.
I think the most expendable cards here are Malice and Stifle.
Malice is just a bad die. Might be good for one damage and a discard in the entire dang game. It's only good because it's 1-cost, which fuels Palp's health and further enables Bacta Therapy, and that might be worth it on its own.
Stifle is wonderful! Especially when you're rolling out high-value dice like Force Storm, you really want to stop that mitigation. But when you start asking what you would get rid of if you want things like Endow or It Binds All Things, that's up there.
17 个回复 |
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Issue there |
Check out adding Force Pull. I think it would work well in your deck. |
Cool name |
In the article, you say "I’ve seen Palpatine put down a Force Storm, a Force Wave, and two Palpatine’s Lightsabers to gain four health—all in round one" That's only two health right? As his ability only works on 'Abilities' |
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I would not have thougth to use Watto. When/If Palpatine dies, how's Watto gonna end the game? |
I am looking forward to trying this team. I am sure it is just me, but I’d be so nervous running Palp without a Protective Suit. Thanks! |
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I'm interest in hearing how it tests, though, if you or anyone else gives it a shot! |
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What do you think about having Theed Royal Palace - Naboo instead of Obi-Wan's Hut - Tatooine as the battlefield just so you can get one more resource at the beginning of the round? |
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That said, testing the deck with the post-errata Theed is actually still great. What it is is a refund on the Watto Power Action. If you can't get his dice to comply, you can just remove it to get that money back. So, even post-nerf, I think it's the right call. |
What about Dangerous Maneuver for some extra free health on Palp? |
Dangerous manuver is tricky in that you pay 0 to move damage |
Think of Malice as resource storage. Just overwrite it later