Bargaining Power

Card draw simulator
Odds: 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
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ejhopkins 134

Note: Block should be replace with Fatal Blow. For some reasons a bug with that card causes the error "Draw deck should include 30 cards" regardless of deck size.

This is my first concept deck for Yellow Palpatine. I really love Jabba2, and wanted to try to get some big damage rolling with specials. Palapatine's ability seems like the perfect fit to get tons of cheap specials on the table, without sacrificing too much since he gets more HP with each one. I know this deck could use more mitigation, but to start off, I wanted to include as many of the abilities I thought would be good, and modify it from there based on play-testing.

Formidable, Hunter Instinct, and Underhanded Tactics were really inspiration for this, mostly because of their abilities do do damage with their specials. The biggest downside being Underhanded Tactics having those modified ranged sides, which are basically blanks in this build. I really want 2, but it might have to go altogether. It being 1 cost for 1 HP is REALLY why it's still here.

Way of the Force seems particularly good on palp, since it doesn't take a slot, and gives HP, but I might end up removing it for more mitigation or upgrades. Palp really isn't in here for his dice anyway, but to fuel Jabba or for a powerful Fatal Blow.

Skilled Tracker and Unscrupulous are great, but I'm not sure if they'll make the cut. I really like their specials, particularly the discard ability, which could be fun when combined with Bartering if they have no cards, but the Jabba only restriction really sucks.

It's also tough to choose how many 2 cost upgrades to include, like Force Fear and Formidable, etc. They have great abilities, but that means 1 less HP per resource and turn, but also more damage I can deal with both Jabba and the specials. The other issue is the more I have, the HP Witch Magick can reliably heal. I guess this is where hard playtesting will come in to find out which way to lean.

Feedback would be appreciated, since this is a first draft and could really used some fine-tuning.

4 comments

ejhopkins 134

I should note that Extreme Hubris should probably be in here, but I took it out, mostly because I wanted more upgrades, and mitigation. But maybe going ham on extreme damage with extreme prejudice would be a better idea. I dunno.

Turner 282

This deck idea is looks potentially awesome. 19 upgrades seems like it could be too many, even with Palp's ability. I would look into cutting the 2 cost Abilities first, to buff up the Witch Magick. Or the remove the Witch Magick if you favor the abilities more. How has this been testing for you?

ejhopkins 134

@Turner I haven't tested it yet, since I don't have Palpatine yet. We are having our first draft tonight, so hopefully I can win at least one. I do agree with the Witch Magick disparity and the 2 costs. Based on initial testing, I will either remove Witch Magick or keep it and remove the majority of the underperforming 2 costs for 1 and 3 costs instead. Since this deck is still mostly theory, that's the only reason I have it all in there still. I probably do have too many upgrades altogether, but my plan was basically to put all the ones I thought were good in there and purge them out for mitigation depending on how they perform on the table: sometimes the abilities feel like they'll work, but then they just don't, u know?

jipib 20

You should drop the Witch Magick and put in Déjà Vu to combo with Bacta Therapy, ten HP healing ... and add a Way of the Force