Card draw simulator
|None. Self-made deck here.|
|Captain America Symbiote Suit||1||1||0||1.0|
|Captain America “Go All Out” *test*||0||0||0||1.0|
rstorcdk · 2870
It should be no surprise that Cap is one of our favorite heroes. And now, he finally has the opportunity to run a build that benefits from his ability to ready up and his big statline. I always wanted to create him somewhat similar to quicksilver, but he always lacked that big final hit. With the new cards from the Ironheart pack we got an even more exciting version of Cap with a ton of offense
Watch the gameplay video here
The Allies The allies in this deck are there for the draw to get you the cards that you need to set up your board. Black Panther can essentially just sit there with Go All Out and wait for the big turn. Use Earth's Mightiest Heroes to exhaust him and ready Cap. Use 'Living legend' to play them cheaper. Once they've served their purpose you can use them to att/thw or as chumb blockers.
The key cards Go All Out and Push Ahead . Cap starts out with a great statline. And with his shield on turn 1, you can get a whooping 7 thw/dmg from turn 1 with these cards. And when your board is set, you can easily up that number to an average of 15. Quincarrier is essential to be able to pay the required cost of the above mentioned cards. It can be used to remove pesky villain attachments as well.
Captain America's strength His ability to ready makes him able to do heavy damage/thwart before using Go All Out or Push Ahead. But even without these key cards he can still use the beefed up basic powers in critical situations. it also makes him able to get rid of stun and confuse tokens.
Cap is also a great survival hero, thus making him able to play a deck where there are no real defensive cards included.
Mulligan Depends on what you're up against. It's always important to get permanent upgrades/support cards out, especially Quincarrier. If you can get Steve's Apartment and Avengers Mansion out early then you're in a great spot.
Casually dealing out 10-20 dmg each turn In a perfect world you would have all of your upgrades + support cards out after 5-7 rounds of play. That is not realistic, so this is the average turn that I've experienced.
- 2 - 3 x R&D Facility on the board. Exhaust to gain stat boost.
- Black Panther with Go All Out ready to go.
- 1 or more Adrenaline Rush
- Fearless Determination is a free +1 stat
- Earth's Mightiest Heroes for another ready. Use Black Panther as a "ready up resource" for this card.
- Use your hero power to ready again.
- Play Go All Out to finish off the villain. use Quincarrier to generate the energy resource.
This is just one situation. You might not have all the cards that you need, you might need to heavy thwart with Push Ahead instead, you might need to kill minions. It all varies and the deck is build around you always having what you need to fend off a situation.
You are not running Morale Boost?? It Is okay, but in order to use this with Go All Out and Push Ahead you will need to have it in your hand AND you might not be able to affort to play both events. Having R&D Facility on the table is much better.
Only 2 copies of Push Ahead? I found that I only need it in multiplayer. In a 3 or 4 player game I would add a 3rd one.
Why not add Civic Duty? I honestly didn't have issues thwarting with Cap. Remember that he has his own version in Fearless Determination. Again, in 3-4 multiplayer you could function as the main thwarter and certainly add it if you felt like it. R&D Facility is generally more than enough.