This palpatine control deck works by using the consistent damage output of Palpatine, with his 3 2-damage sides, to systematically close out a game while using many, sometimes discounted, dice removal spells to control the opponents damage output.
The idea is to roll out Palpatine at the start of a round. After the opponent rolls out one of their guys, you can use a discounted removal spell to control them before resolving your own dice. If the opponent is reluctant to roll out, you can force them by using rebel traitor. This gives you control over when they will roll out their guys, so you can set up a good spot to remove whatever threatening stuff they roll.
The deck is not supposed to be highly competitive, but should hold its own against a variety of decks fairly well. The damage output is relatively low, but consistent, so as long as you don't die the game will eventually be yours.
This is version 1.0, brewed up in 30 minutes and untested. Suggestions are welcome, as well as any results anyone has with it. As soon as I am able to collect everything I need for the deck and test it, I will report back here.