Capt. America - Strength in Assembly (Legacy) [L]

Card draw simulator

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

Michaelangelo · 3981

This deck is part of Project Post-con: building a ready to use deck for each existing hero, just using the available card copies of buying each pack once. This does not only enable fast pick-and-play, but it also makes each deck feel unique, as not everyone is using the same powerhouse cards. Each deck is intended to be fun and usable in expert mode, but none will be the absolute strongest possible due to the card limitations. Looking for other decks? Search for the Post-con tag.


Project Post-con builds: V1, V2


Cap has many talents, but leading the Avengers is really what he is made for. This Strength in Numbers archetype deck shows off exactly that. But Cap does not just rely on his allies. With inherent Thwarting potential, readying, 2 resource generators and stun potential in his hero kit, there isn't much you cannot do. So let's see how we've assembled this.

RESOURCES

As (almost) always, the three basic resources have their value also in this deck, with enough higher cost targets. Besides these three, there are also 2 copies of Band Together, which is good value at already 2 allies and great value at three. Cap can not only get enough allies on the board fast to get that value out, but in his Avenger allies are out for shoarma, the card still has value for a free ready through his hero ability.

ALLIES

As this is an Avenger-based deck, his allies focus on the Avenger trait.

  • Agent 13, his signature ally, is the only exception to the avenger rule. For this an Honorary Avenger is included. She helps mainly on Cap's already strong thwarting potential.
  • Hawkeye (Clint) is a great ally for countering minions.
  • Squirrel Girl further helps with area damage and low playing cost
  • Hawkeye (Kate) is a bit more niche than Clint, but also a cheap avenger for decent attack.
  • Power Man and Wonder Man are high attack allies, great for a burst with Avengers Assemble!.

UPGRADES

  • Captain America's Shield is guaranteed and very useful. Retaliate is great and it is needed for his shield-based events. Just hope not to mulligan into it to ensure a starting hand of 7.
  • Super-Soldier Serum is great to mulligan for, as the free resources each turn allow so much flexibility.
  • Captain America's Helmet is a decent insurance card. Nothing to focus on, but definitely takes the pressure off. And the fact that it does not get removed from play, means potentially multiple saves per game.
  • Honorary Avenger is straightforward, mainly meant for Agent 13.

SUPPORT

  • Avengers Tower and The Triskelion maximise your ally limit. The former even helps pay for most allies.
  • Steve's Apartment is cheap for additional card draw and healing. Cap has the thwart potential to allow seeing alter-ego, but often does not need to go there. Healing helps keeping the allies on the field for Strength In Numbers.
  • Mighty Avengers really sees a lot of value with all the allies that get played.
  • Quinjet further helps playing allies when you draw into them. This ensures keeping a full ally limit.

EVENTS

The deck has a lot of different events with optimal use in different situations. Strength In Numbers ensures you will see a lot of them to choose from.

  • Strength In Numbers ensures drawing into many cards to play into more allies to draw more cards,... you get the idea. This card starts spiralling quickly once you have around 3 allies out.
  • Avengers Assemble! combo's great as Strength In Numbers (and your Super-Soldier Serum) ensure the 4-cost will look cheap in this deck. And as it readies all allies, the exhaust from Strength In Numbers does not matter much. And don't forget, Cap gets the boost as well.
  • Make the Call ensures you keep your allies up and allows for chumping guilt-free.
  • Fearless Determination also sees a lot of use and works great with his re-readying ability. It gives him Justice-level threat handling. Same goes for Morale Boost at a slightly higher cost, which also helps with ATK/DEF.
  • Heroic Strike allows for stun, making you also strong defensively. And this deck really does not worry about the cost. And the decent damage also helps.
  • Shield Toss is your answer to minions, again adding to the deck versatility
  • Shield Block finally is a strong defence card.

In conclusion, with one of the most versatile hero kits in the game, added with insane card draw, Cap can handle any scenario all day.

9 comments

Jan 20, 2022 dicehands · 1

Hey! Love these decks. Built all of them that I could minus the ones needing Valkyrie cards. Any idea when you might be updating the notes on this one?

Jan 26, 2022 Michaelangelo · 3981

@dicehands Nice to hear you like them. I have been very busy the last few days, so still have quite a few decks on my list. But I'll do this one next for you. I have some time this evening.

Jan 28, 2022 dicehands · 1

man i cant thank you enough!!! i really appreciate the detailed notes. you are a godsend!

Jan 28, 2022 dicehands · 1

when i played this deck against redskull, i was having a tough time getting more than 2 allies out at once before someone ultimately died. this might have been due to just bad draws or the fact that RS is pretty tough. the one card I never really got to use was Band Together, as it always came at the wrong time, or I never had enough allies in play to really maximize its ability. based on those few plays, i would have swapped out band together for the regular 2 resource blue card, and maybe even dropped triskellion for another morale boost or make the call (if there are even enough after you build them all) but I am terrible at deck making, so I have no clue if that would be good or not

Jan 28, 2022 Michaelangelo · 3981

@dicehands The deck used to have 2 power of leadership. I switched them as I found I got more use out of Band Together in my plays, as even at two allies it's a break-even with power of and you can use it on non-blue cards. But it will differ from game to game what is optimal, so I definitely would not disagree with you if you see more use in Power of Leadership in your plays. In the current build, there are even enough left for you to switch them out without changing another deck (depending on what packs you own).

Triskelion is indeed a less needed card, as typically the 1 additional ally does not make or break the game. I chose it mainly as it is so satisfying to pull off and I found Cap actually has the resources to do so on a regular base (more often in multiplayer). But in scenario's with a lot of early pushback you may indeed not see much value out of it. The side scheme deck does put a lot of early pressure with Red Skull, especially depending on when you get to the Sleeper. I can see it switched with morale boost (also available). I don't believe there are any Make the Call left at this time.

Jan 29, 2022 Michaelangelo · 3981

@dicehands thanks for sharing your experience by the way. Always fun to hear other people's experience and how their games may differ from what I have experienced thus far in my plays.

Feb 15, 2022 Maialideth · 1

@Michaelangelo I had great fun playing through the MTS campaign with this deck and the Iron Man post-con deck. The Iron Man deck felt so much like a billionaire, when playing with the campaign cards (especially Shawarma ) and Pepper Potts. I could pretty much always afford everything, it was crazy fun.

Feb 27, 2022 Michaelangelo · 3981

@Maialideth Great to hear :-)

May 14, 2022 CapCarps21! · 1

Thank you for sharing this deck, buddy. Using it to build my own. Great ideas which I’m using to help me build my own.