27 Handed Fool's Dangerous Drumming

Card draw simulator

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

gammabyte · 90

How many cards do you usually use in a round? Many times you can empty your 5 hand size, sometimes you have some good build-up and card draw, maybe use 10 cards?

LETS USE 27 CARDS IN A ROUND

Admittedly it will be a skewed round starting from the villain phase.

This deck uses the ability of Ghost-Spider to play events in the villain phase and the pool aspect's ability to sink resources before playing Mulligan to draw a new hand in the player phase. Lastly use the Ticket to the Multiverse to draw yet another hand.

The kicker?

We will be permanently increasing our hand size by 4 by keeping two very dangerous side schemes in play permanently.

27 CARD SPENDS = ( 5 HS + 4 HS ) x 3 DRAWS

Note: This deck also contains the good old combo of using Assess the Situation with George Stacy. If you prime everything just right and manage to utilize the card draw from supports as well as from the Web-Bracelet's, you will probably end up spending more than 27 cards.

Requirements

  1. Another player capable of bypassing , and playing JUSTICE. I would suggest Shadowcat because she simply ignores it in PHASED form. This will be Gwens Best Friend Forever (BFF).
  2. BFF needs to include at least one copy of One Way or Another. I would suggest 3 to make sure you hit it early.
  3. Games should include the modular encounter set PERSONAL NIGHTMARE. You can either add it to the game or switch out with another modular set.

Although not a requirement, bring the big THWART cards for the BFF, as noone else are likely to be helping out on the main scheme. Crisis Averted comes to mind.

Core Cards

How to Play

  1. [SETUP] First chance BFF gets, play One Way or Another to get Fool's Paradise into play. If you miss it on the first pass, sadly you will have to wait for an encounter deck reshuffle (unless you can figure out another way to get it shuffled back in).

  2. [SETUP] First chance you get, play Live Dangerously. BFF should always be ready to handle main scheme.

  3. [SETUP] First chance you get, play Ticket to the Multiverse.

  4. [OPTIONAL] Ideally your hand size should be 9 here, but we can work with less.

  5. [OPTIONAL] Get George Stacy and any number of Mulligan and Assess the Situation under him (or Mulligan under Plot Convenience).

  6. [VILLAIN PHASE] Get a Mulligan on hand (or under George Stacy/Plot Convenience). Spend as many cards in villain phase as possible, leaving enough resources to pay for Mulligan. (Barely a Scratch/Ghost Kick/Phantom Flip/Pirouette and Punch/Web Binding).

  7. [PLAYER PHASE] If you didn't empty your hand during the villain phase, use pool and basic cards to sink. (Blade/Lockjaw/Machine Man/Plan B/Blackout/Tic-Tac-Toe).

  8. [PLAYER PHASE] Play a Mulligan, either from hand or one you picked from George Stacy or Plot Convenience. This should get you 9 new cards to spend.

  9. [PLAYER PHASE] Play any number of Assess the Situation you drew or have stashed under George Stacy.

  10. [PLAYER PHASE] Trigger Ticket to the Multiverse and draw yourself a new hand of 9+ cards. This also readies your Ghost-Spider cards, so you may be able to get a little more draw out of it.

  11. [HAPPY PHASE] Feel good about yourself.

Fun Extra Players

As mentioned above, this deck requires a BFF to manage the main scheme. Naturally heroes with low hand sizes are balanced as such, so here are a few suggestions for the 2 extra player slots.

  1. Psylocke in a 50 deck all aggresssion, No Quarter/Honed Technique combo draws an insane amount of cards with a 9 hand size.
  2. Hulk can have a hard time getting the right cards at the right time to play what he wants. A hero hand size of 8 should smooth out some of those problems.
  3. SP//dr Suit is a strong hero even on low hand size... imagine what you could do when you take that hand size and dial it from 3 to 7.

Bonus Cards

Other interesting cards that might boost your hand size. Either because you don't feel like there are enough icons on the table or you want to move into silly silly land.

This requires you to run the Fantasy mod set in the encounter as well.

This adds hand size only to you, so might not be beneficial for the entire table.

This requires you to run the Extreme Measures modular set. Also only adds hand size to you and has a rather nasty trigger on activation.

  • Playing for Keeps (+1 hand size)

Upcoming side scheme from Extreme Risks modular set.

Adds boost cards to all enemy activations. You have to really want that extra hand size.

0 comments