Card draw simulator
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None. Self-made deck here. |
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Nashman88 · 22
I know, I know, it's another boring protection deck; but this one won't leave a bad taste in the mouth.
Since Rogue came along with Not Today!, the menu of 'defend and take no damage' cards have become a lot more appetising, and like laverbread, this is a meal that everyone should try at least once.
For starters?
The key card for this build is Askani'son, since it allows Cable to defend and then immediately ready himself (and Graymalkin) by removing threat from a side scheme. Once Technovirus Purge is in the victory display, Cable will be defending with a base of 3, and using defense events like Not Today!/Never Back Down/Desperate Defense allows Cable to pump those not-at-all-rookie numbers, meaning he should have no problems with taking too much damage. On the off chance that you do have to take a bit of damage, the Temporal Leap should be able to keep you nice and healthy.
And on the side?
Of course, sometimes there just aren't enough side schemes in the encounter deck, so Cable is bringing a suite of player side schemes to provide him with thwart fodder. Others have made the point better than I can so I won't labour it here, but it's worth noting that Technovirus Purge isn't automatically the best choice for Cable's Soldier X ability. Using one of the fetch quest PSS's like Build Support (to grab any 1 of the 3 supports) or Superpower Training (to grab Askani'son or, if you already drew it, the Plasma Rifle), can be a strong opener, or even Establish Perimeter if you didn't draw the key cards and need a few turns to get set up.
Would you like a main scheme with those sides?
One possible issue for Cable is that he throws so many side schemes out, the main scheme can get out of control. That's not a problem here, since Cable is going to be defending and taking no damage alot, so we have three copies of Hard to Ignore to keep the main scheme under control, and our old friend Unflappable to keep our hand full.
We also have Nerves of Steel to help pay for those defense events, since Graymalkin will likely be used on Askani'son. Once setup, the ideal villain attack looks something like this:
- The villain attacks Cable
- Cable exhausts himself to defend
- Cable exhausts Nerves of Steel to play a defense event, boosting his DEF so he takes no damage, and removing 2 threat/stunning the villain/readying himself (if there's no side-scheme target for Askani'Son)
- Cable exhausts Graymalkin and Askani'Son to remove the last 3 threat from a side scheme, clearing a horrible symbol, and readying both himself and Graymalkin
- Cable exhausts 1-3 copies of Hard To Ignore, removing 1-3 threat from the main scheme
- Cable exhausts Unflappable and draws a card
Now Cable is going into the player phase ready, with a full hero hand-size, having cleared a side scheme away, having taken no damage, removed the threat that was placed in step 1 of the villain phase already, and possibly stunned the villain to boot.
Any allergies?
One of the most common player complaints about 'defend and no damage' builds is that it feels like you don't get much done (did you SEE that list above?!), and in particular can have problems with damage or controlling minions. That's why Iceman is here, to give us two turns to clear nasty minions away, whether by swinging at them or just using Take Out the Guards. And once Iceman has wiped himself out, you can just Call for Backup to go another round, or summon Professor X for a confuse and some extra threat removal.
And would sir like a palate cleanser?
The only question left is, with all this defending, how are we actually going to defeat the villain? But don't worry; Cable has you covered. With his readies, it's not unusual to have a spare basic power to swing at the villain for 2 or even 3. And outside of his basic actions, once the Plasma Rifle is on the board he can swing for 4 damage, at a cost of 1ER, EVERY TURN. Yes, there's a resource requirement, but that's covered by Graymalkin, often as the second use after using it to clear a side scheme and ready itself.
And then there's Cable's signature attack event, Telekinetic Blast, which is floored at 6 damage and capped at 13 (with 6 player side schemes and a Forced Amnesia encounter side scheme), for just 4ER. With 2 side schemes in the victory display, that's good value, and with 4+, that's just crazy damage.
We hope to see you again soon!
Seriously, give it a go. You might not love it, but you might not hate it either, and it's an experience everyone should have at least once!