really refreshing to see you making all the points that were my issue with how other people have been building this deck! The blue version that everyone's been playing doesn't seem well-tuned at all for maximising value from palp flips and I totally agree that green is the best colour pairing for this goal
I wouldn't say this is the be-all end-all necessarily, it's still very experimental, but regardless of aspect I think having a deck that can flip will be crucial! If you aren't flipping a bunch, why not play a leader that has a different ability and powerful leader unit?
What makes you say that the blue versions are not well tuned to flip? If the deck doesn't beat itself they tend to flip every turn from 2 until the snoke/SLB paly and then stay villain to slam avenger
I’ve had some success with blue palp/sidious. Good heroic sentinel units in both space and ground arenas with some strong endgame control finishers like Luke, avenger, and snoke has felt strong. And, as you said in your video, having versatile removal cards like takedown, fell the dragon, and rivals fall have been really useful in getting out of otherwise difficult situations
I agree. Also having villainy units with lom pyke and bazine is very useful. I avoid almost all villainy-heroic to not be side dependent. You dont really need them as classic vigilance ones are already great. Only I use superlaser blast for some mu
I've been running Palp2 Green since the start of the set and tweaking it a lot. I'm still not 100% there and I'm actually going to try a few things from your deck and try out non-ecl with more ambush as I have found I wasn't using ECL a lot of my games. That said I will say you absolutely want to have 3 U-Wing Reinforcements in there, that card is incredible in this deck since you can grab both heroism and villainy cards with it. Alliance Dispatcher is a must, it has a huge target on it immediately so it will usually get you a turn 2 flip but if ignored it's incredibly powerful. Maz is another that I've found is a must, same as alliance that she's easy to kill and usually gets targeted quick but you tend to play so many units with palp that if ignored maz gets big quick. Oh and Maz is underworld so you can throw Maul damage on her. Last, the Falcon is another card that I feel is pretty essential, especially with how space heavy the meta is.
I've found that the 3-cost heroism phase clone trooper with Ambush is a good escape plan if your opponent manages to kill your clone while you are exhausted
Thought about this combo before watching and now this has my cogs turning. Did you experiment with sneak attack at all? Basically you could get hero side off and temporarily access topper end. Or first turn modded cohort to clear their turn 1 play, kill it turn 2. Also Timely for a potential turn 1 heroism kill. The deck building for this leader is mind boggling and super fun.
@@TowerNumberNine @mobyus1 almost got it right. I use leia and daring raid, which are great at any point in the game. For turn 2 flip I also use phase 2 clone, geonosian ship and blood sport.
Any comment on u-wing in this? My view for palp2 (in general) is that identifying the cards that the other side wants to have access to, blue it's luke in villain for example. Green I am thinking SLT and OB for hero ramp lists. Red obviously gets RR and heroic sacrifice. My initial thought is palp2 is not there this set but I keep tinkering until I can find another deck to settle on.
I think with command you want to be playing Alliance Dispatcher and heroes with effects that are so strong that they’re often kill on sight. If they don’t kill him then it makes playing villainy units while on hero side less punishing. Same with Bib and the villainy events
That was interesting as i was playing it as a vigilance but playing green how would you like to win vs hard control? add tech/homeone/uwing into side? Or maybe uwingo into main as it skips penalty for not having aspect.
What I found when playing him was that your not only really dependend on your own draws alot but also on mistakes your enemy makes. Since your dependend on your own units dieing a smart enemy can play around that through lane dodging and other means. Dont think he will be competetivly viable.
@TowerNumberNine didnt watch the video through that the time. Going green is a nice idea. All I saw and tried so far has been blue. If it works it feels awesome but its super inconsistent. Also the deck building constrains are pretty big when you want to play kuil and childsen which leaves you with very little slots for non vigilance cards.
This deck is one that is viable in all four colors in the pie. I find that aggression plays a lot of low-to-the-ground heroic units that die pretty easily but also create a threat. Aggression also has Heroic Sacrifice which can just play for pure value with your heroic units since you effectively draw 2 for 1 resource and you can use it to close out games with Ruthless Raider (since you hit for 10 in that case). TDR also functions really neat with the exploit vehicle units since they can still play for free with careful board management. I personally disliked the Command variant because it felt like all the tools you're playing the aspect for just aren't worth it when you're not trying to ramp your brains out. I also REALLY disliked the vigilance aspect since it plays so absurdly passive with very few ways to recover as soon as you hit a spiral. The one very key weakness of the deck is that you don't get a free unit like every other deck in the game does and the fact the game is designed around that means that Palp is outrageously outpaced by most other decks if you don't start flipping ASAP. Double cunning is the only variant I've seen that can get away with not flipping ASAP since you can kind of take control of the board back when you lose it thanks to the crazy amount of good tools double cunning has.
Morgan Elsbeth doesn’t have exploit so it doesn’t conflict with Geonosis Patrol Fighter so I would just use both (GPF is good regardless of Palp’s secondary color)
Yeah as @12bjorn34 says I think Morgan doesn’t fill quite the same role because she can’t be played turn 2 with exploit - that said her ability does seem quite relevant here and I would probably want to play her in a Vigilance version of this deck, I’d just play the fighter as well!
I have been wondering, is discard at all effective against palps? I imagine his hands can be a lot more awkward than for other decks. But also, he has a ton of innate card draw and only the last card matters etc
I think his built-in card draw and unit generation makes it so discard is not as effective against him as other decks -- but sometimes you can get "stranded" without the specific cards you need, so I think *targeted* discard like Spark of Rebellion is probably a lot better against him than something like Pillage would be.
Not sure if this is accurate or not but we have been discussing this leader at my LCS. It seems like a good idea but overall using this leader puts you at a disadvantage. He can only flip and use abilities on one side per "turn". So you can have him as heroism then play a heroic card, flip him, play a villainy card and that's it. He works ok up till the point to where the opponent can deploy their leader. Once that happens this deck falls hard, not having a deployed leader puts you at a major disadvantage. I don't think they fully thought it through, if you could flip him twice back to whatever you started with I think that would balance it out, but as it stands right now I don't think it is viable in the competitive arena. So, being heroism, play a heroism, flip him, play villainy and then flip back to heroism. Might balance him a little better but that's my opinion and some others I know.
really refreshing to see you making all the points that were my issue with how other people have been building this deck! The blue version that everyone's been playing doesn't seem well-tuned at all for maximising value from palp flips and I totally agree that green is the best colour pairing for this goal
I wouldn't say this is the be-all end-all necessarily, it's still very experimental, but regardless of aspect I think having a deck that can flip will be crucial! If you aren't flipping a bunch, why not play a leader that has a different ability and powerful leader unit?
What makes you say that the blue versions are not well tuned to flip? If the deck doesn't beat itself they tend to flip every turn from 2 until the snoke/SLB paly and then stay villain to slam avenger
I’ve had some success with blue palp/sidious. Good heroic sentinel units in both space and ground arenas with some strong endgame control finishers like Luke, avenger, and snoke has felt strong. And, as you said in your video, having versatile removal cards like takedown, fell the dragon, and rivals fall have been really useful in getting out of otherwise difficult situations
I agree. Also having villainy units with lom pyke and bazine is very useful. I avoid almost all villainy-heroic to not be side dependent. You dont really need them as classic vigilance ones are already great. Only I use superlaser blast for some mu
I've been running Palp2 Green since the start of the set and tweaking it a lot. I'm still not 100% there and I'm actually going to try a few things from your deck and try out non-ecl with more ambush as I have found I wasn't using ECL a lot of my games.
That said I will say you absolutely want to have 3 U-Wing Reinforcements in there, that card is incredible in this deck since you can grab both heroism and villainy cards with it.
Alliance Dispatcher is a must, it has a huge target on it immediately so it will usually get you a turn 2 flip but if ignored it's incredibly powerful.
Maz is another that I've found is a must, same as alliance that she's easy to kill and usually gets targeted quick but you tend to play so many units with palp that if ignored maz gets big quick. Oh and Maz is underworld so you can throw Maul damage on her.
Last, the Falcon is another card that I feel is pretty essential, especially with how space heavy the meta is.
Nice command version! I have been digging Palp Vigilance. Snoke and Luke are just bonkers together.
Two strong cards that don’t work well together otherwise!
I've found that the 3-cost heroism phase clone trooper with Ambush is a good escape plan if your opponent manages to kill your clone while you are exhausted
Tried this our this morning and it ran really nicely! I think I prefer it over Palp Blue which I'd been previously testing 😁
Thought about this combo before watching and now this has my cogs turning. Did you experiment with sneak attack at all? Basically you could get hero side off and temporarily access topper end. Or first turn modded cohort to clear their turn 1 play, kill it turn 2. Also Timely for a potential turn 1 heroism kill. The deck building for this leader is mind boggling and super fun.
I love it! I'm all in on palpatine red and its turn1 flip!
Interesting! What methods are you using to flip on the first turn?
@@TowerNumberNineSpecForce Soldier/Wolfpack Escort into Daring Raid your own unit is all I could come up with!
Turn 1 cheap units with good power, turn 2 Heroic Sacrifice into base
@@TowerNumberNine @mobyus1 almost got it right. I use leia and daring raid, which are great at any point in the game. For turn 2 flip I also use phase 2 clone, geonosian ship and blood sport.
Any comment on u-wing in this? My view for palp2 (in general) is that identifying the cards that the other side wants to have access to, blue it's luke in villain for example. Green I am thinking SLT and OB for hero ramp lists. Red obviously gets RR and heroic sacrifice. My initial thought is palp2 is not there this set but I keep tinkering until I can find another deck to settle on.
I think with command you want to be playing Alliance Dispatcher and heroes with effects that are so strong that they’re often kill on sight. If they don’t kill him then it makes playing villainy units while on hero side less punishing. Same with Bib and the villainy events
Interesting idea! I had thought about running the Dispatcher but didn't end up going through with it, might well be worth testing out!
That was interesting as i was playing it as a vigilance but playing green how would you like to win vs hard control? add tech/homeone/uwing into side? Or maybe uwingo into main as it skips penalty for not having aspect.
What I found when playing him was that your not only really dependend on your own draws alot but also on mistakes your enemy makes.
Since your dependend on your own units dieing a smart enemy can play around that through lane dodging and other means.
Dont think he will be competetivly viable.
That's why you need ways to kill your own units and get value from it in order to improve consistency IMO.
@TowerNumberNine didnt watch the video through that the time.
Going green is a nice idea. All I saw and tried so far has been blue.
If it works it feels awesome but its super inconsistent.
Also the deck building constrains are pretty big when you want to play kuil and childsen which leaves you with very little slots for non vigilance cards.
This deck is one that is viable in all four colors in the pie. I find that aggression plays a lot of low-to-the-ground heroic units that die pretty easily but also create a threat. Aggression also has Heroic Sacrifice which can just play for pure value with your heroic units since you effectively draw 2 for 1 resource and you can use it to close out games with Ruthless Raider (since you hit for 10 in that case). TDR also functions really neat with the exploit vehicle units since they can still play for free with careful board management.
I personally disliked the Command variant because it felt like all the tools you're playing the aspect for just aren't worth it when you're not trying to ramp your brains out. I also REALLY disliked the vigilance aspect since it plays so absurdly passive with very few ways to recover as soon as you hit a spiral. The one very key weakness of the deck is that you don't get a free unit like every other deck in the game does and the fact the game is designed around that means that Palp is outrageously outpaced by most other decks if you don't start flipping ASAP. Double cunning is the only variant I've seen that can get away with not flipping ASAP since you can kind of take control of the board back when you lose it thanks to the crazy amount of good tools double cunning has.
Hey there! Just to let you know, the link in the description points to the Padme deck.
Anyway, great video as always!
Oops! Thanks for pointing that out, I've updated the link and it should be fixed now!
Obi-Wan next, please!
Thanks for the suggestion!
In Vigilance, Would Morgan Elsbeth be a good substitute for Geonosis Patrol Fighter or would you still rather run it?
Morgan Elsbeth doesn’t have exploit so it doesn’t conflict with Geonosis Patrol Fighter so I would just use both (GPF is good regardless of Palp’s secondary color)
Yeah as @12bjorn34 says I think Morgan doesn’t fill quite the same role because she can’t be played turn 2 with exploit - that said her ability does seem quite relevant here and I would probably want to play her in a Vigilance version of this deck, I’d just play the fighter as well!
I have been wondering, is discard at all effective against palps? I imagine his hands can be a lot more awkward than for other decks. But also, he has a ton of innate card draw and only the last card matters etc
I think his built-in card draw and unit generation makes it so discard is not as effective against him as other decks -- but sometimes you can get "stranded" without the specific cards you need, so I think *targeted* discard like Spark of Rebellion is probably a lot better against him than something like Pillage would be.
I would think vader and u wing reinforcement would be worth considering because they play units "for free" ignoring aspect penalty.
Vader still needs to be a villany card, but yes its free, and the only target to hit in this list is the P-38
I've been enjoying palp2 as vigilance. Let's you play jedi with the grevious unit so you can try working lightsabers on him. Has been oddly effective
Have you gotten the four lightsabers combo to go off yet?
Wat Tambor!!!
Thanks for the suggestion!
Not sure if this is accurate or not but we have been discussing this leader at my LCS. It seems like a good idea but overall using this leader puts you at a disadvantage. He can only flip and use abilities on one side per "turn". So you can have him as heroism then play a heroic card, flip him, play a villainy card and that's it. He works ok up till the point to where the opponent can deploy their leader. Once that happens this deck falls hard, not having a deployed leader puts you at a major disadvantage. I don't think they fully thought it through, if you could flip him twice back to whatever you started with I think that would balance it out, but as it stands right now I don't think it is viable in the competitive arena. So, being heroism, play a heroism, flip him, play villainy and then flip back to heroism. Might balance him a little better but that's my opinion and some others I know.