Extremely happy with this build for post-rotation.
Weak to the big blowout removal (though it can play through a few before running out of steam) but hopefully that leaves us.
At opening, try to guess which arena the opponent will start in and mulligan if necessary to start your curve in the opposite. 9/10 you will eat some damage, but quickly apply pressure that forces them to change game plan.
This is done by very early on, buffing tokens and double swinging at base with them using Pryce's ability. Can achieve bonkers things this way, like hitting for 10 on turn to. Opponent has to respond or lose outright.
Rest of the game, you bounce between arenas. Bait removal in one, then play tokens in the other. Repeat.
Always, always make resource room to utilize Pryce's ability each phase. Even to squeeze in 1 extra damage. That said, take initiative early to get ahead of things with your big Sentinel plays (Timely Reinforcements and Palpatine).
Don't forget that Pryce gains from only readied Tokens, so you will want to use her ability before deploying at times.
Crucially, keep future use of your 2 removal laws in mind when choosing what to resource.


