Card draw simulator
|None. Self-made deck here.|
stilonxy · 2866
Captain Marvel is as we all know a very strong hero, and she also has one of the strongest alter-ego abilities combined with Alpha Flight Station. I've thus always wanted to make a solid confusion build for her, but I've felt that both Concussive Blow and Sonic Rifle are pretty awkward for her to use. Suddenly it clicked; with the use of Chance Encounter and One Way or Another we can fairly consistently recur Spider-Woman for her confusion ability!
This deck is designed to allow Captain Marvel to exhaust for defending if needed without punishing her in the hero phase. You'll want to sit in hero form most of the time, rotating chump blocking with allies and exhausting to defend. Once the villain is confused and the board is "safe" you switch over to Carol, recover and set up huge turns (not that you won't already be drawing a lot of cards in hero form). This deck allows for some insane card draw due to Justice itself combined with Marvels inherent card drawing ability. Some turns you'll be drawing up to 12-15 cards with ease (round starting hand included).
Strategy and synergies
As mentioned above, you'll be sitting in hero form most of the time. You want to control the board. Don't expect to be able to rush the villain down right out of the gate. Thus, Captain Marvel's Helmet and Cosmic Flight are fairly important to have early game. Be patient and build up the board for big pushes. I feel like most of the deck explains itself, it's just good ol' Marvel after all. But I want to briefly mention some cards.
I've decided to include 3xChance Encounter to up the odds of being able to draw it when most needed. A perfect setup is to play One Way or Another, into Chance Encounter and clearing the scheme right away preferably with Clear the Area, and trigger Skilled Investigator. This will draw you 6 cards, one of them being the very important Spider-Woman. And no worries if you draw this card without a side scheme up, just use it somewhere else, it's an energy resource after all which is a perfect match for this deck :)
For late game you can use this combo with Nick Fury to set up some huge burst opportunities!
Overwatch is, in my opinion, a very good card. It goes extremely well with One Way or Another. As soon as you get it, simply put it on the main scheme and pray that you don't draw a crisis side scheme. The cool thing with this card is that it's not forced, so you can trigger it whenever you see fit.
I've tried the deck with Yaw and Roll but it simply doesn't fit. You can only use it after a thwart, and you'll be using Clear the Area a lot in this deck which you obviously want clear the last threat with, and at that point Yaw and Roll becomes redundant. It also relies on you having Cosmic Flight up which might not be the case vs very aggressive villains. The only time it'd be useful is if you have a ton of threat on one or several schemes, but it's very unlikely to happen unless you're very unlucky. Yaw and Roll thus becomes a very situational and unreliable card.
The elephant in the room
So... why not just play leadership? It offers a more consistent way of recurring allies.
Well, there are several reasons. First and foremost, it's fun to try out overlooked cards and make good use of them. Second, leadership cards such as Rapid Response, Make the Call and Call for Aid are all non energy resources. Third, adding Chance Encounter wont turn your deck into a one trick pony, it simply enhances it with another option that synergize with your deck.
All in all, I feel like this deck could even be superior to a leadership deck for true solo.
I really enjoy coming up with decks for the older heroes, and I feel like this deck hit the nail for me. It's playtested on expert mode vs several villains such as Green Goblin, Klaw and Kang. Hope you enjoy this deck as much as I've done thus far.
Any feedback is much appreciated :)