SW Episode 10

Emperor Palpatine
Galactic Ruler
Maz Kanata's Castle

Command AspectVillainy Aspect
Total: 54 Cards


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Deck Price: $250.68
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Published August 25, 2024


Endless Legions. While it's the central pillar, this deck wins just as many games playing EL to force an opponent to fold as it does playing the ramp to shut your opponent out through brute power.

V-wing is your draw engine, one on play, and one when Palp defeats it. Then you can retrieve the Vwing from your discard with Command and do it all over again. And over and over.

Yularen and Starviper's heals will help get you to 14. Yularen and Scanning Officer provide you the officer prereq for Emperors Royal Guard to be sentinel. Maul is your main ambusher for his bigger front end. Also a fun unit to recall with Command. Do not underestimate the game-ending power of Arquitens Assault Cruiser's ambush and ramp. Depending on how you play it, it gives this deck potentially far more ramp than the 12 natural ramp cards.

Speaking of, you HAVE to play the ramp. Wait until you are clearly able to tee up a unit kill before you play the Price on Your Head, because nothing sucks like having your bounty defeated, or just rendered otherwise null.

It's a rare game where you will actually be playing the big blue and red cards. Those, along with at least one Relentless, one Devastator, and one Finalizer are meant to be resourced for EL to play for free. Always helpful when you can resource a Vader or Maul also and play that for ambush out of your resources before Finalizer captures anything left alive. If you get one of each of those 8 units out of EL...wow. Only a Superlaser Blast will bring an opponent back from that.

Like a lot of Palp play, the low cost units are meant to grind against your opponents, but in this deck, they are defensive fodder. You throw them out there with their Sentinel knowing your opponent will buff their units and take them out, but it buys you turns and ramp. You do not NEED to do damage on base for most matchups. Initiative is often more valuable in this deck.

A little weak in Space and particularly against Sabine and her standard green space opening, but that is what the sideboard is for.

Don't forget Traitorous only works on units under 3 cost and Command's damage deal is only on non-unique units and you'll be good. Most of of the time with Command though, you should be choosing to resource.

Playing Endless Legions: So you have 13 resources, EL in hand, and just claimed the initiative. Get ready! There's actually an ideal sequencing to playing these units that helps you maximize the effectiveness of your EL play, which is:

  1. Colonel Yularen - all of your green units you play afterwards will heal your base for one. 10 more units? Restore 10!
  2. Devastator/Avenger - the 10 damage deal and/or hard unit removal should clear your opponent's best unit
  3. Maul/Vader/Arquitens - their ambushes should clear any other relevant units you'd prefer killed over captured
  4. Redemption - Heal your base or ambushers as needed
  5. Finalizer - Capture everything else.
  6. All other units.

Have fun and show 'em your Legions.



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