Palpatine2 Control v2
Total: 50 Cards
Ground Units (29)
Space Units (6)
Events (10)
Upgrades (5)
Sideboard (10)
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This is a strange beast of a deck designed to play a heavy control game plan, with the ability to pivot into more aggressive midrange gameplan with proper sideboard tools and changing the way you play.
The primary wincon (aka the control side of things) is to use removal and bodies to keep the board clear, before smuggling out a late game Tech, who in turn smuggles out a Satine, and then you mill your opponent out to leave them out of options and approaching a swift end. Zillo Beast pulls triple duty as it can often buy a turn, and either puts on a lot of damage pressure or mills for 5.
The secondary wincon (aka the aggro/midrange gameplan) involves using Lurking TIE Phantom, Elite-Starfighter, and your other low cost units to put in pressure hard and fast. You use Palpatine/Sidious and Morgan Elsbeth to keep the threats coming and the damage off your own base.