SpW Coulson Loop/Yondu Voltron

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet

Sentinel851 · 1

This deck is focused around two main features: a Coulson Loop, and a Yondu Voltron.
for reference, I played this in 2P expert with my Protection QS deck through the RoRS, and blitzed through no issues, and played with an Asgard Aggro Captain America deck through base GMW with few issues.

the Coulson Loop is relatively basic. play Agent Coulson, and use him to find Rapid Response. once RR is out, block the villain's attack with AC, who gets defeated, and triggers RR to return him to the field with 2hp, and when he hits the field, he brings RR back to your hand, ready to repeat. once you can get them out, use the two Finesse cards to pay for RR, and as long as AC never gets defeated while you're in AE, the hero response always brings him back (and as a bonus, the card goes into hand after you've drawn for turn, so it's almost a hand size of 6).
when he comes back with 2hp, that's enough for him to either THW for 2, or ATK for 1 (normally THW is more useful, but YMMV), so every turn, you're using him to both block and thwart/attack, leaving no wasted part, as often happens with allies used as blockers ("I don't want to attack with Wasp's last health, because I want to use her to block at the end of the turn").

the second part of this deck is a Yondu Voltron. get out Yondu, and equip him with as many upgrades as possible. Honorary Avenger lets you whack on Power Gloves, and Sky Cycle, while the more agnostic Laser Blaster, and Inspired all work together to give huge value, because it's worth pointing out that Yondu takes no consequential damage from his ATK, so he'll stick around as long as you let him. if he's fully set up, he can deal 3/3/1/1 over a turn in any combination he wants, without risk of retaliate, courtesy of Ranged.

it happens that a lot of these cards work well with other big heroes, Ronin particularly likes upgrades (or at least just one upgrade), Captain Marvel gives a lot of value with Sky Cycle really quickly, and Speed can be just what the doctor ordered when you need lots of THW real quick. and remember, RR isn't a forced response, you can choose not to trigger it on the last use of an ally.

the cards you NEVER want to throw out, for any reason: Agent Coulson, Finesse, Yondu, and Deft Focus. if you've got Yondu out, then don't pass up the chance to throw HA on him, just to make sure if a SC or PG come up, you don't have to waste them. more than half the cards from SpW's set have the superpower trait, which DF can get out. the Self-Propelled Glide, Venom Blast, Pheromones, and Contaminant Immunity, which form 9/15 cards in her deck, and all are 1/2 cost, making chaining two or three aspects in a turn very achievable.

the rest of the deck is justice cards to cycle through the deck quickly, cheaper cards that help do other things, like Clear the Area and Turn the Tide, Crisis Averted, and Under Surveillance, to stop the game ending prematurely, and as ways to trigger SpW's +1 per aspect. it's worth noting that you'll nearly always have Leadership's aspect, because of RR.

finally, as a game tip, if you've got Ticket To Ride, the score counters from that match the four aspects, and are easy to move around to indicate what aspects you've played that turn. alternatively, colored beads work fine as well. just a little tip I was given that I thought I'd pass on.

Never Back Down

0 comments