Palpatine | TheHyperloops.com

Card draw simulator
Odds: 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet.

TheHyperloops 3691

_Edit: _I update the list on the Gauntlet page with the suggestions given here, thanks y'all. If you click on the link so you can see the update. Not sure how we missed Force Illusion and Abandon All Hope. There are a bunch of cards that seem reasonable as well like No Mercy, I think it really depends on play style and how you want the games to go.

This is a test decklist from TheHyperloops.com Gauntlet Page, you can see that here: http://www.thehyperloops.com/gauntlet/

With Regionals fast approaching we have updated the Gauntlet with post Pax unplugged decklists. We usually rely on community created lists for the gauntlet but we didn't find a new Palp list with an in depth write up.

Cards to consider: Force Throw Intimidate Sound The Alarm Trust Your Instincts Swiftness Use The Force Aim It Will All Be Mine No Survivors As I Have Foreseen Moisture Farm - Tatooine

Good luck testing for your Regionals!

13 comments

John Solo 2

Premonitions is a waste of 2 cards. I am a fan of ramping my cards with Palp. Putting in Force Choke, Immobilize, Temptation allows you to add on those Force Push for a space dollar, then force lightning the next round for a space dollar if you are lacking on the Holocron action. Force speed is nice, but only 1 in the deck at most IF AT ALL. Mind probe nice. Thank you for not having Force Illusion cause that is a complete waste as well. Palp needs his cards and can get health back fast.

ALWAYS INCLUDE Dark Presence for free dice removal. Palp, Force Choke, Mind Probe, Force Push all have discard sides, so hitting that on activation is nearly guaranteed and BOOM, 2 dice gone. Oh, and Doubt is an awful card. But these are just my opinions :)

RJM 121

This just in, someone at Hyperloops trying to tank Palpatine players at Regionals by tricking them into playing awful cards (Premonitions) and leaving off excellent ones (Force Illusion)!

Fess up, who is it that has a pet deck with a bad matchup against the Galactic Emperor? ;P

Light Bow specials, Intimidate, and action cheating Sabines already scare the shit out of me, and losing 50% of my out of turn mitigation without Force Illusion is just not happening.

I'm also of the opinion that in the current metagame, having removal that isn't specific to damage sides showing is very important. I'd cut on High Grounds & Deflects for more Overconfidence and some Feel Your Angers.

@John Solo Disagree with just about all your takes aside from Premonitions being awful. Dark Presence is way too inconsistent, and has very diminished value against all the large dice pool decks that are popular. You also really want to be rolling Palpatine out first as often as possible to keep the tempo advantage. You also can't afford the deck space to be stacking up on too many low impact 1 and 2 cost upgrades. Your "ramp" is to Holocron or Rise Again into the scary ones. Otherwise you're drawing dead far too often.

PalpShuttle 147

I played Palp at Pax Unplugged with a similar list, but had Abandon All Hope. Each round I played that, I avoided dice mitigation and put out a great deal of damage.

Carraminana 90

Dark Presence is a bad choice, because you always activate before your oponent.

TheHyperloops 3691

@RJMForce Illusion should be in there, not sure how it was missed. DEFINATELY PLAY TWO OF THAT CARD. Someone in our test group plays premonition and likes it so I included it since it seems palp ocasionally doesn't have enough money.for rise again but I'm not personally a fan of that card.

@John Solo Dark Presence is too inconsistent in this deck. Agree with @Carraminanawith that point.

@PalpShuttle I really like Abandon All hope.

I updated the list on the gauntlet page to reflect the changes that were suggested here but they can't be changed on here without starting a new thread.

Dave Sharona 601

Premonitions, really? I mean if you like that more than good cards.

Dave Sharona 601

And I would lose Enrage and replace it with Rejuvenate. You don't need the one resource that badly, this deck is almost free to run.

John Solo 2

@Carraminana @TheHyperloops I have great success with my Palp deck with Dark Presence. You have 2 character die with discard, Force Choke, Mind Probe, Force Push, all with discard. You don't have to Activate First to utilize Dark Presence as you only have to Roll it, so re-rolls count for it. You can also bide some time on activation with Spending money on upgrades, healing, etc. You don't always need to activate first, but it's nice having the option. I still have plenty of time to resolve and claim even when I let my opponent activate before me. Plus this will give me more options for Dice removal/manipulation through cards/events as well as Dark Presence when I do activate.

But to each their own.

TheHyperloops 3691

@Dave SharonaPremonitions has been removed since its not worth testing vs. Enrage can be important for the rise again turn. A lot of people play rejuvinate and its fine, somewhat low impact but it does what you want to do in this deck so its reasonable.

Dave Sharona 601

I definitely see the reasoning behind Enrage. Economy is always important. I just know that with Palp, it feels like every single health point is more important.

I'm curious about the non-inclusion of Sound The Alarm. Is it to make room for more No Mercy targets?

LordVampire 1

No Surrender is a very good include for Palp. Every die side is good, but the blank. If you roll a blank, your opponent will focus dice removal on the other dice, leaving the blank for you to reroll and then maybe they will remove it. No Surrender takes that blank, rerolls it and resolves it before it can be removed, all for free.

SickaSickaCMac 1

This is great! I've been playing ePalp the last two metas and just have two comments to add:

1) Agree w/ John Solo that premonitions is too slow 2) I like having 1x Battle of Will. It's high variance but is +EV vs. almost every deck, and can be a good comeback mechanic (or early tempo risk worth taking)

Thanks for posting!

King 45

Battle of Wills is never going to provide enough value to be worth it. Before the card even resolves you have spent 1 card, 1 action, and 1 resource. The result is you either remove the 2 most important dice in your deck or they lose 1 or 2 of their worst dice