Captain America - I've Got Your Back

Card draw simulator

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

Swept · 14

This is a tanking/retaliate build based around attempting to cover AT LEAST two attacks per turn, either directly (using Indomitable or Desperate Defense) or indirectly (by applying a stun to the villain). This allows Cap (along with Electrostatic Armor + Nova + Quincarrier) to put out consistent damage on the villain phase, while soaking any incoming damage, and hopefully still entering the next turn ready to utilize his ability to either attack or thwart twice (or one of each). In solo, it is very common for this build to be standing up for hero phase, however in multiplayer, you will get more utility out of blocking for other players, allowing them to sustain much longer and heal less, all while getting mileage out of your Retaliate + Electrostatic Armor. The core philosophy of this build is that once you get your Electrostatic Armor, a basic Defense action with Cap basically becomes a higher value basic Attack action (in that you exhaust to deal 2 damage), with the added bonus of stopping incoming damage.

Avengers Mansion was dropped due to the consistency of Unflappable in this particular build, which almost never actually takes damage if it commits to a Defense, but I would recommend running it if you have issues with having cards in-hand. Can also see benefits of running Clea instead of Brother Voodoo in multiplayer, in order to have another body to block with. The Night Nurse is here to help shake off a stun for you, but is much more useful in multiplayer, where more Heroes = More chances of someone getting stunned, and also some other Heroes are hurt a lot more by it than Cap is.

This has been tested thoroughly on Expert and in both solo and multiplayer, and commonly nets wins, though it has been admittedly tested very little in Heroic. Ran wild through Red Skull Campaign (Absorbing Man has trouble even touching this build), obviously you're gonna want to take the Defense upgrade for that one.

Basic Strategy: First pass of your deck should revolve around trying to get built, while using Cap's good statline and ability to keep threat down, and blocking for yourself. Highest Priority here is the Nova + Quincarrier combo, as once its out, your damage on the villain phase can double. You're going to want to keep Nova out indefinitely, as his damage can be used over and over (and you really want his damage). Unflappable is also very important, as is Electrostatic Armor, as well as the obvious Super-Soldier Serum. Use Iron Fist to cover yourself here if need be, but he is mostly intended as a second-pass drop. Energy Barrier is a great card in this build as well, because if an enemy does happen to get over your defense, they will only end up taking more damage (they are also very useful for making minions die without you even having to block them). As always, keep a close eye on the villain's scheme, as Cap himself is your main source of THW in this deck (though Agent 13, Brother Voodoo, and Nick Fury can all help here) Once you are built, your main goal each turn is trying to either secure a stun, lay out an Indomitable, or draw into a Desperate Defense (note that all 3 prot cards that you are running a full set of also have , which means they can all be fed to Nova for extra damage if your Quincarrier has already been used). Do not be afraid to use your Serums on the villain phase to play Desperate Defense, though I have found it usually helps to keep at least 1 up in case your hand cannot generate a for Heroic Strike.

1 comments

Sep 08, 2020 Swept · 14

Just as a quick side-note, I have also seen success with a very similar build to this one, but it drops its set of Desperate Defenses and instead runs War Machine, Avengers Mansion, and Endurance. That build may perhaps be more efficient for soloing, but does not rely on the theme as much. What you see here just represents my current build, which is trying to lean more heavily into multiple blocks/ covering the most attacks possible per turn.