I was flipping through my cards and when I came across this card, I went holly crap! Screw the text, this die was made for Palpatine. Any thoughts on this?
Edited by ozmodonLead By Example (just a thiught)
Hmm... two resources can do a lot elsewhere, and this dice has only two damage sides, both modified. But assuming your opponent is foolish enough not to have any dice control in their deck, those focus sides could really help him out, and the resource can always be useful for Palpatine’s more expensive cards like Rise Again. Good catch!
Also, text's gonna be good when they release executor at 20 ressources, you'll activate booth using the same action on turn 15!!!
Chak
Well I want to try out Vader’s Tie with Palp, so Lead could be really nice there.
Yeah, in the future if Palp with supports becomes a thing, this would be great. I am not sure how one gets resources fast enough currently for this deck. Ren is harsh now for Palp. If new Kylo is widely used, this is a gray card and not bad to include.
5 hours ago, ozmodon said:I was flipping through my cards and when I came across this card, I went holly crap! Screw the text, this die was made for Palpatine. Any thoughts on this?
Lead is not that great UNLESS you are primarily using it for its Text ability. Its die is mediocre for its cost, but being able to catch up on actions by activating your support at the same time as your character is what makes it decent. Play it on Jango and it can have some REALLY strong plays.
While most are ripping on a certain starter card for being bad in most blue decks its a much better fit for Palp than Lead, that being Force Focus. Being able to change another die to either a range side or a Special side to resolve with Focus, and then being able to reveal a blue card to blank an opponents die, Hello combo with Lightning, is pretty good.
Edited by GamerGuy1984Might be better placed in a Palpatine/TIE-Pilot deck. That way, you've got the Pilot's die protecting Palpatine's damage, and if you've got access to Red there might even be a vehicle support worth bringing to the party.
15 hours ago, ozmodon said:I was flipping through my cards and when I came across this card, I went holly crap! Screw the text, this die was made for Palpatine. Any thoughts on this?
No. Actually hitting damage sides on any of Palps dice is just a bonus - you never reroll for them unless you have a blank or something. Notice there aren't ANY mod sides in most of palps deck due to this - any dice in palps deck is good on its own. Plus you would have to cut something with even bigger impact to include them.
13 hours ago, PeoplesChampion said:Well I want to try out Vader’s Tie with Palp, so Lead could be really nice there.
Vader's tie got one issue. 4 res to play, 6 in total to trigger the special...that is Rise Again + mitigation....And most of the games you need that rise to win and you won't be able to stack resources twice.
Vader's Tie is sitting there in the shadows...hugging to the Emperor...but waiting. Waiting for another card that will make it viable in palps deck. For now you need to build some Sister/unkar?/?? deck for it to work.
I've never seen someone play Palp without trying to reroll his dice. The real problem with Palp on this card is he only has those 3 upgrade slots. You want force speeds, lightning and throw on him ideally. This upgrade can ramp up to a throw or lightning now that holo is easily Rend away and still give some value on turn one. The focus sides on this upgrade is what is actually most interesting. Using the modifier outside turn one would be tricky.
actually on the topic of holo being rended ive been seeing it a lot, LOT less now that Imp Inspection got neutered. (rend that is not holo)
Its still a thing of course but i was seeing it in every deck, now i rarely see it.
Yeah, Rend is kinda hard to fit into a deck since there are so many good cards now to put into decks and Rend is rather situational.
As for Palp, well that new crystal ball looks very nice with those foci and resources. It can get played round 1 with an extra resource for events and can help ramp up the resource game.
6 hours ago, Vineheart01 said:actually on the topic of holo being rended ive been seeing it a lot, LOT less now that Imp Inspection got neutered. (rend that is not holo)
Its still a thing of course but i was seeing it in every deck, now i rarely see it.
Yeah its not Rend being in your opponents deck but its very EXISTENCE that basically knocks all 0 cost Support/Upgrade cards down a peg. Does your opponent have Rend? If yes then congrats your basically playing a 28 card deck because those 0 cost Support/Upgrades just became dead weight. Most I imagine are looking for alternatives for the 0 costs as they have the chance to JUST be a liability now.
14 minutes ago, Mep said:Yeah, Rend is kinda hard to fit into a deck since there are so many good cards now to put into decks and Rend is rather situational.
As for Palp, well that new crystal ball looks very nice with those foci and resources. It can get played round 1 with an extra resource for events and can help ramp up the resource game.
And has the added benefit of seeing what your opponent is going to draw into. With things like Nightsister Coven and Im sure there is more in the set that plays with your opponents deck it will help Palp out.
6 hours ago, Mep said:I've never seen someone play Palp without trying to reroll his dice.
I agree with Vitalis on this one, you never reroll with Plpatine, unless it's a blank or you are sure that your opponent won't be able to mitigate your dice (Force Speed special here). You resolve his dice as you roll them, hitting a damage side is a bonus. And now that Vibroknife as been nerfed a little, I'll be glad to get those 2 shields now.
Thing is with Palpatine, you need to resolve your dice as fast as possible so that your opponent doesn't have a chance to control them. You need to claim and first action you should always do is roll in your dice. Equip yourself only when you have no more dice on the table.
I guess you can view your deck only being 28 cards with Rend in the mix, but that is also true of your opponent. You both lose an action and a card in the process. The real key is that upgrade worth a lot to you or was there a bitter card to have than that Rend.
There really isn't a good way to action cheat with Palp and resolve his dice as he rolls them like the ambush and fast hands decks. His dice are in the pool for at least one turn before you can resolve anything. When playing a control heavy deck, yeah you sometimes need to resolve ASAP. If all you can do per turn is 2 indirect damage, you are going to lose. The Qui Gon decks can do more damage than that now with the shield tricks. You have to maximize that damage as best as possible and not play for the little dink damage. Force speed is key for a palp deck so you can resolve as much damage as possible but even when you don't have that speed going you are still looking to maximize out your damage. I have had a lot of success with my Palp deck and only resort to resolve when possible when going against control heavy decks.
13 hours ago, Mep said:I've never seen someone play Palp without trying to reroll his dice.
I play this way always and got around 75% WR with palp
3 hours ago, Mep said:If all you can do per turn is 2 indirect damage, you are going to lose.
You do 4 indirect to start with - and additional effects that come with that , be it discards or shield, it all adds up. No to mention that unless mitigated they are consistent. Palp is unique in his way that no matter what you roll - its still gonna be 4 damage per turn. Any other deck can blank out or roll some useless sides and Palp does not care. Thats why rerolls are irrelevant on him 90% of the time. You roll - resolve anything you got, and reroll only in hopes of lethal if you need one or blanks.
And look at the bigger picture. You forget about upgrades - Lightning, Throw, Push , they all add to the equasion usually ending with 6+ damage/turn. That is the standard level of damage you need to deal per turn to compete. And then comes the remaining 20 cards of palps deck that are either heals/shields or this ultra heavy mitigation of his. Palp is very specific, control heavy deck that cannot be judged only by raw damage output (that btw is insane for control deck).
Lead by Example is my hard Mulligan for any vehicle deck. In other decks it's harder to justify. But those focus sides and that ability are a great package. I just wish it had ambush. Support decks still need a push in terms of speed.
8 hours ago, Vitalis said:I play this way always and got around 75% WR with palp
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You do 4 indirect to start with - and additional effects that come with that , be it discards or shield, it all adds up. No to mention that unless mitigated they are consistent. Palp is unique in his way that no matter what you roll - its still gonna be 4 damage per turn. Any other deck can blank out or roll some useless sides and Palp does not care. Thats why rerolls are irrelevant on him 90% of the time. You roll - resolve anything you got, and reroll only in hopes of lethal if you need one or blanks.
And look at the bigger picture. You forget about upgrades - Lightning, Throw, Push , they all add to the equasion usually ending with 6+ damage/turn. That is the standard level of damage you need to deal per turn to compete. And then comes the remaining 20 cards of palps deck that are either heals/shields or this ultra heavy mitigation of his. Palp is very specific, control heavy deck that cannot be judged only by raw damage output (that btw is insane for control deck).
Yeah I won a tournament and got top 4 at a store champ with my Palp deck so yeah it is a good deck. I only resolve when I can if my opponent is playing heavy mitigation. Otherwise you got to do more damage to keep up. Granted my best games are when I can force speed into more damage but I am always looking to do as much damage so I don't fall behind the curve. That 15 health isn't a lot for some decks to knock down in two turns.
47 minutes ago, Mep said:That 15 health isn't a lot for some decks to knock down in two turns.
If Palp got only 15 effective health its played wrong way
Effective health of Palpatine in EAW is usually around 25.
2 hours ago, Vitalis said:If Palp got only 15 effective health its played wrong way
Effective health of Palpatine in EAW is usually around 25.
If you draw the right cards and get them out fast enough, yes. I've had a Palp go down first turn in round two before. No guaranties past that 15 health.
soo....question relating to Lead By Example itself rather than palp.
If you have both Lead By Example and Natural Pilot, both trigger after activating. Is Destiny one of those games where if you have multiple things going off at once, you resolve them in any order rather than "pick one, cant do the other"?
Activate character -> Activate support -> Ready same support immediately.
56 minutes ago, Vineheart01 said:soo....question relating to Lead By Example itself rather than palp.
If you have both Lead By Example and Natural Pilot, both trigger after activating. Is Destiny one of those games where if you have multiple things going off at once, you resolve them in any order rather than "pick one, cant do the other"?
Activate character -> Activate support -> Ready same support immediately.
With both upgrades you can actually activate and the immediately ready the support since both actions enter the queue off of your activation and you would be able to determine what order those actions would resolve in. Of course that’s a minimum of 8 resources for both upgrades and the cheapest vehicle you can find. But I just imagine doing that to an AT-ST and just hitting big multiple times in a row. I really want to see that happen.
Just now, PeoplesChampion said:With both upgrades you can actually activate and the immediately ready the support since both actions enter the queue off of your activation and you would be able to determine what order those actions would resolve in. Of course that’s a minimum of 8 resources for both upgrades and the cheapest vehicle you can find. But I just imagine doing that to an AT-ST and just hitting big multiple times in a row. I really want to see that happen.
Thats basically what i was thinking because i just noticed i can bring an ATST in a Finn/Hera deck lol.....
Just now, Vineheart01 said:Thats basically what i was thinking because i just noticed i can bring an ATST in a Finn/Hera deck lol.....
Wow! Yeah, that just sounds brutal and fun all wrapped up in one. I’d love to see that happen sometime.