Forceful Chance

By Book

Normal Deck

4

$175.96

Chancellor Palpatine, Playing Both Sides

Capital City

Decklist


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Try on Karabast

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Ground units (36)

3 x
2
Bazine Netal, Spy for the First Order
3 x
2
Kuil, I have spoken
3 x
2
R2-D2, Full of solutions
3 x
2
Pyke Sentinel
1 x
2
Leia Organa, Defiant Princess
3 x
3
Yoda, Old Master
3 x
3
Village Protectors
1 x
3
Tech, Source of Insight
1 x
4
Lom Pyke, Dealer in Truths
3 x
4
Lieutenant Childsen
3 x
7
Luke Skywalker, Jedi Knight
1 x
8
Supreme Leader Snoke, Shadow Ruler

Space units (15)

3 x
2
Restored ARC-170
3 x
3
Concord Dawn Interceptors
2 x
4
Razor Crest, Reliable Gunship
2 x
5
Devastating Gunship
1 x
8
Redemption, Medical Frigate

Events (12)

2 x
2
No Good to Me Dead
2 x
4
Fell the Dragon
1 x
6
Rival's Fall
3 x
8
Superlaser Blast

Upgrades (3)

3 x
3
Perilous Position

Description

Alrighty, this is the Chancellor deck I have been turning/playing since Twilight's release. The jury is still out on a couple of flex cards in the deck, but it's been performing consistently on Karabast and IRL.


In short, this is a softish control deck that aims to go long into the game, which allows optimum flipping for your weird leader. With so many sentinels, restore, removal, and copious card draw, you push your opponent to overextend into a Superlaser Blast and then start unloading the sandbagged arsenal in your hand. At this stage in the game, your super-numerous threats tend to outpace their often single threat. This deck has so many units, which you need to ensure you are flipping from the get. But all of those dirtbags start turning sideways and chipping away.


There is quite a bit of nuance to the lines of play in this deck. You want as many flips as possible, but also to be on the appropriate heroic/villainous side at the optimal time--for example, on 7, heroic for Luke; on 8, villainous for Superlaser Blast. The core of the deck is the heroic side, hence the density of inexpensive villainous cards to allow an easy play, flip back to heroic, and play more heroic stuff.


The deck is really great at three things:



  • playing sentinels

  • restoring health

  • tapping units


The build has 13 sentinels (4 of which are space). We have 13 units that restore health (not counting our leader flips). And we have 6 tap effects (8 if you play Razor Crest to retrieve perilous position). The combination of these effects allows us to reach that pivotal moment where we Superlaser Blast to reset, which often hits your opponent's on-curve threats while you're playing 2+ cards a turn.


The deck has access to spot removal in Perilous Position, Fell the Dragon, Devastating Gunship, Luke's when played effect, as well as the singleton Rival's Fall (which is one of the flex options). This doesn't count the singleton Snoke, which pairs well with all of the chip damage from your sentinels, as well as the other negative stat effects. Bur Superlaser Blast is vital, as it allows for you to reestablish your stranglehold on the game, flipping back and forth on your leader, while you outpace your opponent in cards.


Lastly, the deck has reach by way of R2, the singleton Tech flipped late int he game, and Bazines taking out late game annoyances. The single Lom helps keep your sentinels relevant. With your leader flip to draw, Kuil drawing on 80% of the time, Razorcrest retrieving Perilous Position, and even Yoda replacing himself, I have ended games with 10+ cards in hand and plenty of options.


My win ratio on Karabast with the deck is 65% at present, with hard control feeling like the trickiest match. Saboteurs obviously can present issues in high volumes. Otherwise, the maindeck feels equipped for about any match.


It's worth mentioning a few card choices:



  • Power of the Dark Side: I found this to be so overwhelming, as there is just no reliability you can play it on curve. As such, Avenger also feels a bit off color here. While not being blue for Kuil and Childsen, No Good to me Dead gets the job done, since you will likely dustbin threats with Superlaser Blast.



  • Obi-Wan: He just feels underwhelming, even with the 'when defeated' bonuses. can't count the games I just resource these. Often on 6 resources, I play 1 villainous card, flip, then play a heroic card.



  • The Curve: you really need a turn 1 play, which is why I padded the odds with the singleton Leia. This is the weakest part of the deck, esp. when trying to exploit Kuil/Childsen. I tried Wren Clan Rescuer, but it's just chaff with the main advantage of it being blue. Remember, Pyke Sentinel and Bazine are very likely turn 3+ plays, so resource Bazine 9/10. Restored Arc is less reliable for martyrdom to ensure that very first flip. You really want to be on villainous on even resources and heroic on odd until you hit that first Superlaser Blast.



  • Singletons: Tech is so crucial to late game pivots, but you only need one unless they are playing mill. Snoke almost always ends up being resourced, though he can be a linchpin against certain strategies. Lom, like Bazine, can be played from your resources, which helps keep your hand full for options and Childsen. Shielding key units, esp sentinels, just gives you more reach. Rival's Fall... I hate it, but it has just been the answer I need so many times. I had Vanquish, but it's not better necessarily. I would resource all of these before I pitched them with R2.



  • Sideboard: My goodness... it could be anything, really. I def think Concords come out ASAP against non-Sabine/Jango decks. I think 1-2 more Tech against decks playing Vigilance--even if they aren't hard mill. A 3rd Fell the Dragon, likely. I could see playing the Client--he was a singleton in the main for ages. I could even see boarding into Satine/Vigilance against hard control. Wide open to suggestions.




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