Card draw simulator
Derived from |
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None. Self-made deck here. |
Inspiration for |
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None yet |
T-Challah · 8
Concept
The concept here is to set up a power turn right around the time when you would reshuffle your draw pile.
Accumulate Adrenaline Rush until late, then use Serval Industries to stack the deck with Maximum Velocity and Always Be Running. The former boosts ATK, the latter multiplies that damage several times over.
Bad guys who force you to discard often (Looking at you Mysterio!) can really wreak havoc on the plan. You may end up doing a half-assed attack at the first time you cycle your deck.
Build Up Your Adrenaline: On Your Mark...
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Play nearly all the allies and upgrades! An exception is a second copy of Hand Cannon (two copies are just there to increase chances of hitting table early!). The other exceptions are Hyper Perception (play only if Threat is likely to be a problem) and Scarlet Witch (same thing, play her only if you need her extra Thwart)
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Block every turn! Super Speed readies Quicksilver each Villain Phase.
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The less time spent as your alter ego the less the villain schemes! So try to stay in hero form and use Moment of Triumph to heal. Spend a charge from Hand Cannon to boost your healing while simultaneously doing Overkill damage to the villain. Having Endurance in the mix helps add HP in case these come out too early or late.
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Minions can be scarce in certain scenarios, though Angela can help bring one into play to trigger the Moment of Triumph healing.
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Your innate Super Speed gives you two more actions during the player phase. Try to Thwart as much as you can early, because later your ATK bonuses pile up and you'll shift into damage mode
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Double Time and your allies help manage Threat while you get your upgrades on the table.
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Bug manages threat while you set up. Activate him before a basic attack to benefit from free healing, he can last the entire scenario!
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Angela and Brawn should attack at every useful opportunity. Scarlet Witch and Snowguard should Thwart. They are all disposable allies.
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If threat management is a big problem by all means play Hyper Perception and Thwart!
Get Set... (a Quick Pit Stop Before Unleashing the Hurt)
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When there's about 10 or 12 cards remaining it's time to set up your power turn. The number depends on whether you have Scarlet Witch, Serval Industries, Avengers Mansion, etc
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Do a regular turn, but consider leaving a minion alive somewhere on table if you have Battle Fury queued up
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Play any copies of Asses the Situation to increase your hand size
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Your goal is to get a Maximum Velocity into your hand, with a secondary goal of a few copies of Always Be Running. THESE ARE YOUR KEY CARDS. If you have either in hand hold on to them for a turn!
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Flip to your Alter Ego, then use Serval Industries to get all copies of Maximum Velocity back in the draw pile before you end your player phase, and possibly Always Be Running.
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Then use Superpowered Siblings to flush a couple nonessential cards out of your hand and fish for the key cards before you end your turn
Go !!!
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You should have started the turn as your Alter Ego, have a heap of upgrades on the table, and a small draw pile (1-7 cards) which ought to consist mostly of Maximum Velocity and Always Be Running,
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Use Serval Industries and Superpowered Siblings again to recirculate more copies of the key cards.
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Flip back to your hero side, trigger all your copies of Adrenaline Rush, and then play Maximum Velocity
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Basic attack for up to 8 damage
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Repeat with your innate Super Speed
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Repeat with Battle Fury if there's a minion out, another chance for Angela to pitch in and help ;)
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Repeat with Always Be Running, possibly several times
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Friction Resistance readies every time your hero readies, so paying for this is not a problem.
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In the unlikely event you get all the ATK bonuses and all the Ready cards, Quicksilver could possibly to 8 ATK x 7 attacks = 56 damage in one turn (!)
Marginal Cards Considered for Removal
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Battle Fury relies on having a minion on the table
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Assess the Situation is there to "bank" cards for later turns and cut down on wasted cards and effectively thins out the deck
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Generic economy cards like Quincarrier and Helicarrier slow the down the deck but I found them necessary to get everything on the table reliably. Without them I had too many hands full of "essential upgrades", carrying unplayed cards between turns.
Marginal Cards Considered for Addition
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Jarnbjorn is a natural pairing, but relies on Friction Resistance preceding it. Given how much damage Quicksilver metes out it "fixes" a problem that doesn't exist!
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Energy Spear would be a natural fit for Bug, but frankly meting out small attacks is already well covered by Quicksilver, and Bug works here for removing threat.
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Civic Duty works like Adrenaline Rush but doesn't finish off a Villain, only manages Threat
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Earth's Mightiest Heroes + Scarlet Witch combo could grant another attack on the power turn, but there's no reliable way to fish for it since Serval Industries can only recycle Quicksilver's identity cards
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Similar decks tend to run Down Time to heal. I'm seeking to rely on Moment of Triumph to keep pressure on while reducing opportunities for the Villain to scheme
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The Power of Aggression only applies to 4 cards and was excluded