Double Green Palpatine
Total: 50 Cards
Ground Units (23)
Space Units (12)
Events (12)
Upgrades (3)
Sideboard (10)
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Published March 18, 2024
This is my ramp/control mono green palp deck. It looks to utilize ramp from resupply, Superlaser Tech, and Command to get Palpatine out with a damaged enemy unit quickly.
Notable combos :
ECL superlaser tech for early ramp. Admiral Motti and Palpatine's ability to ready your palp or vader for multiple attacks.
If facing Boba, save ECL for Gladiator Star Destroyer after they play Fett's Firespray.
Always look to play Yularen early, as he is annoying enough to draw attention for removal, but not key to our plans. He also enables Emperor's Royal Guard Sentinel. Yularen may look out of place, but he very often is the deciding factor between winning and losing vs aggro decks.
Command is a monster of a card. 2 experience tokens and a resource is great on it's own, but I find more value in using it when I have 7 resources. Choose to have a unit deal damage (usually 2 or 1) to a key opponent unit and then have it come in as a resource. You then deploy Palpatine and take that unit.
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