Welcome to the first of a small series of deck techs with just 2 rules, they must include legacies characters and I must never have played them. These are meant to start some fresh discussion on potential new decks as we draw closer to the U.S. release date.
Our first deck we’ll be looking at is new Palp, Veteran Storm Trooper.
I’m sure the first question people are going to ask is “why not Death Trooper.” Well it really comes down to 2 things, first, Death Trooper doesn’t have a resource side, and resources are quite valuable in the deck. Second, I really like that 3 indirect side, and I have some spicy tech in the deck to work with it.
As far as battlefields go, we’re running Secret Facility because it’s unlikely to hurt us, and is useful with all the mixed damage sides.
So let’s take a look at the actual list…
As you can see, I am running a pretty standard Holocron / Rise Again suite of upgrades. Note that I’m running only abilities with at least 2 damage sides to help that Palpatine action. The two outliers are Holdout Blaster and Heirloom Lightsaber. The reason for Holdout is that it’s quite good turn one. You can play it and immediately role out. It has 3 damage sides, so together with Palpatine’s dice you should already have at least 1 damage side, which means you can still pay for 1 cost removal. The Heirloom is in there for its 3 damage sides, as well as the potential games where you need to finish with Trooper and you need that redeploy.
As far as removal, my standard options are Force Illusion, Overconfidence, The Best Defense, and Crash Landing. All of these are easy to play, and it is worth noting that half this removal redirects damage onto VT so that we can have some potentially spicy Price of Failure plays. We also have the much more situational options of a single It Will All Be Mine and Rise Again. These, while expensive, are very affordable using Palp’s ability, and should pay off quite nicely.
On the aggressive end, we have some … interesting cards. Most unique is Locked and Loaded. The effectiveness of this card could be quite insane. Turn one it can already give you 5 damage showing between a Palp die and the 3 side on the Trooper. Consider also that it could be free if you use Palpatine’s action on it. While it is indirect damage, this can be offset by No Mercy. You go into turn two / three and they have 5 HP left on their key character. You can play No Mercy for 1 or free using Palpatine’s action and finish off a character. Now that they are down to 1 or 2 characters, indirect damage’s value skyrockets and Locked and Loaded is that much better. We also have a single Price of Failure, for the crazy potential of untapping a fully kitted Palpatine. Hopefully by the time we’d play this, we will have played the Best Defense/Crash Landing a couple of times. Finally, we have Unyielding, which is crazy useful with your mixed damage sides as an All In effect, as well as giving you unblock-able damage to boot.
There are undoubtedly some pretty obvious cards that I’m missing but could easily be played in the deck. Tactical Mastery and Endless Ranks being some obvious choices. You could toss in another Price of Failure, and have the game plan of killing the trooper, resurrecting him, then finishing with him when 2 Heirlooms redeploy onto him late in the game. I however went with No Mercy, so I hesitated to throw in too many red cards, and I doubted the decks ability to play both Endless Ranks, and Rise again.
Anyway, hope you like the deck idea, and I apologize that I can’t publish the list on swdestinydb.com yet because the Legacies cards aren’t released. Feel free to comment with your thoughts on the list!