Palp Pryce

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

FionnOD 13

I've had a pretty good record on TTS with this deck. I think my win% is somewhere around 60-70.

Compared with Palp/Watto, you have the disadvantage of the negative plot. However, I believe this is strongly outweighed by how much better Pryce's dice are compared to Watto's - at least in this particular deck. The melee, discard and special sides she has synergize extremely well with Palp. Her 2 side really helps close out games. The special is great for chaining to blue ability specials, and gives you great flexibility: Pryce special into 2 resources, 3 shields, 3 can all be incredibly helpful in the right circumstances. This pairing also works very well with Salt Flats.

For your opponent, there is a dilemma about which character to target first. If you can ramp decently, Palp will be very hard to kill even with the 2-damage head start your opponent gets from Bitter Rivalry. In this case, Pryce's dice stick around and threaten nasty things that a support character like Watto just can't. On the other hand, if they target Pryce first, I'm usually happy, since this leaves Palp free to build up his health and damage output.

In your opening hand, you are uusally looking for 1 or 2 cheaper abilities and at least one card to help you ramp (It Binds All Things, Forbidden Lore or Logistics). Against an aggressive deck, your main goal is to keep Palp alive early on - so Force Jump or 0-cost removal are great. (I kept the removal mostly 0-cost so as not to interfere with paying for upgrades on Palp).

Malice has performed surprisingly well - the discard side is often useful. I'm not entirely sure about Reach The Stars or Force Lift, however. The latter is great against some decks and average to weak against others.

Enjoy - and comments and suggestions are most welcome!

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