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|Now You will Die!!!||1||0||0||1.0|
As testing and discussion continues, my list continues to change. Check here for modifications to reflect my current build.
- -2 Dark Presence
- -2 Force Push
- -2 Mind Trick
- -2 Deflect
- -1 Force Throw
- -1 High Ground
- +2 Force Illusion
- +2 Lure of Power
- +2 Rejuvenate
- +2 Force Speed
- +2 Overconfidence
I swapped to Rejuvenate, and it just feels right. Deflect is out now - it is narrow, there are several good melee decks, and even in matches like Poe and Trap where there are ranged sides, it's difficult to put it to good use. High Ground also comes down to 1 for the same reason, it can sometimes be the wrong card to have. I brought in Overconfidence again to replace them, which I have been testing some more. Usually targeting 2 enemy dice, but if you have to use it on 1 enemy/1 of yours it's usually not too bad. It's not that it's strictly better; it's more flexible, can be used in nearly all situations. -1 Force Throw because it's just awkward in some matches, only 2 sides you really want. Great vs Throne Room though. Force Speed is the last new addition. It's not the greatest in Emperor builds like some people will tell you, but for free it's pretty solid. It helps race, and sometimes a reroll into resolve is just what you want. Mostly it's great because villain blue has a shortage of good 0-cost things, so grab up whatever you can get.
Force Throw Could go up to 2, not sure what I'd cut to make room though. Maybe 1x Lure of Power. Doubt is also still a worthwhile card, but so far I personally prefer having all blue so I know any given hand can play No Mercy for the full 4 damage.
A midrange take on ePalpatine. I was tempted to call this control, but the inclusion of No Mercy and damage-oriented upgrades make it pretty solidly midrange.
There is a lot of mitigation here which certainly helps keep Palpatine's 15 HP intact. Turns are pretty easy to play most of the time - roll in, resolve things, and play removal whenever it's the best time. I recommend not being too fussy about what you resolve, it's usually better to get something resolved for Palpatine's 2 damage ability than trying to force perfect rolls. Usually anything you roll is relevant anyway.
Changes from version 1.0
Now You Will Die was difficult to justify. For 1 you get 2 damage in place of a 2 or 2. Both of those are already pretty handy, so NYWD wasn't seeing much use.
Holocron->Force Ability->Premonitions/Rise Again (most matches)
You're looking for Holocron. It's usually best to throw everything back if you don't have one in your first draw hand. Even if you put back a force ability, you're likely to draw more. Next try to lock up something to cheat in with Holocron. After that, Premonitions and Rise Again are good in basically every match where your opponent will try to win by damage. You could value these ahead of Holocron if you're worried the enemy is super aggressive, but I usually don't, relying on die removal to blunt such decks. Deflect and Mind Trick could also be reasonable keeps depending on the opposing deck's number and type of character dice. If opponent is likely to be mill instead of damage, you should ignore Premonitions and Rise Again entirely as you're likely to lose one of the Premonitions into the discard. In such matches I would look for No Mercy and play to do maximum damage since mill takes a bit of time to work and has fragile characters. A solid No Mercy turn can often end even a lightly damaged character in a mill deck.
This decklist presented some tough choices, I'll talk about them here.
Maz's Castle - Takodana - Battlefield is one of the most debatable slots in ePalpatine builds. I choose Maz's Castle because it digs for Premonitions or Sith Holocron if you didn't open with it. Other choices can make the deck more aggressive or generate resources, but likely none has as much utility.
Premonitions - I feel this is the real workhorse of the deck. You're probably going to need Rise Again in most matches, but if you need to play removal every turn you'll never afford it. Premonitions makes it free as long as you find the other copy. You can also put Force Lightning or Mind Probe here if you have to, but far and away Rise Again is the best play.
No Mercy - It's the reason the deck is entirely blue. You won't always need it or want it, but when you do it's all-star. Sometimes it just wins you the game, or crushes the character that was about to pile damage onto you. It's situational, but ultimately the upside is so much I opted to build so you could always play it if you draw it.
Sith Holocron - If you're playing enough removal, you probably can't afford many upgrades. Holocron gets them for free instead. Lure of Power notably cannot be played by Holocron , but it is efficient and can do work against decks where it's harder to utilize removal. Prioritize removal and survival above Lure, but it's a fine play if you have not needed elsewhere.
Mind Trick - Out again. It just isn't very good against the faster decks of the format, which comprise most of the field right now.
Force Speed - I'm now convinced this card is good enough, mostly because it's the right price. It helps race to claim, and sometimes the back to back actions help protect dice.
Abandon All Hope - I have seen this in a few lists. I don't like it. Giving your opponent choice usually ends badly for you, and the two resource cost generally leaves you with no other removal for the turn. Your opponent will probably drop his resources and then destroy you with rerolls and 0-cost cards while you can't remove anything.
Overconfidence - I've warmed up to this one too, mostly because it has broader use than some more narrow removal. It's a bit strange to use, but the fact it can most always be used gives it value.
There is some debate in the community over which abilities to run. Force Lightning creates a huge amount of threat and often closes out games, essential to have in my opinion. Force Push is probably 2nd if we were judging strictly by how useful it is overall. That said, Force Throw and Mind Probe are in favor right now because Emperor's Throne Room - Death Star II is the battlefield of several prominent decks. The specials of these cards can be quite game-changing, and since you can use them with Throne Room they're probably both getting deck slots ahead of Push, which usually means Push is either cut or only at 1x. I'm valuing Throw over Push in the current metagame, but if a shift away from Throne Room occurs I far prefer the sides Push has to offer and would bring it back if Throne Room was less common.
Lure of Power is another card some people hate, others love. I have found it to perform adequately. In some matches you won't find enough times to play your removal, or will grab an extra resource or two on an early turn. Often the best value then is play Lure and get those juicy +1/+2 over the next few turns. + and + are both high-value plays, and Lure just brings a ton of versatility to the table.
That about sums up the theory behind all this. If you have any questions or comments, by all means feel free I appreciate the discussion/criticism.