Card draw simulator
Derived from |
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None. Self-made deck here. |
Inspiration for |
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None yet |
Markzilla · 73
Concept:
Pull out the perfect tool for the current situation for the entire game, then use Cable's natural scaling to finish the game with Mind Scan and Telekinetic Blast
Game plan:
Manifold doubles down on Professor as a way to get the right Player Side Scheme and works in hero form. Manifold also allows for more flexibility on Cable's opening PSS. Chance Encounter then fetches back Manifold. The deck has a low curve, meaning the Build Support into Graymalkin combo isn't always required during setup if something else would be more helpful for the scenario. Try to complete Technovirus Purge early to enhance thwarting throughout the game. Astonishing X-Men is an excellent card to give additional time to get set up in the early game.
Ideal turn:
Chance Encounter and Overwatch on a side scheme, finishing it with Mind Scan, giving a powerful effect, a card, threat off the main scheme, and returning Manifold to hand to find the next scheme.
Worst case scenario:
A hand of all Player Side Schemes. The deck is heavy on energy resources, so use Machine Man, Askani'son and Plasma Rifle to get use out of the hand anyway.
Card choices:
- Jessica Jones scales with side schemes and has an energy resource, making her a natural fit.
- Spider-Man is a bit difficult to play, but can finish a PSS on his own, accelerating the game plan before he even attacks or thwarts. He's also an incredibly powerful combo with Overwatch. Chance Encounter allows you to pull him whenever he makes the most sense.
- Show of Empathy is situational but incredibly powerful in the right situation, simultaneously removing a minion and adding an ally with the threat removal the deck is already doing.
- Machine Man ensures the right amount of thwart to finish off a difficult scheme and prevents dead hands. He also can put up some of the highest single thwarts in the game for Overwatch.
Flex slots:
PSS exclusions:
- Specialized Training requires a lot of threat to remove. It's still the best candidate to swap for another PSS that's less useful in the scenario, or for a copy of Skilled Investigator
- Live Dangerously could be interesting in the early game, but it's a little TOO dangerous
- Call for Backup is useful, but Spider-Man must be played from hand, making it less useful here. This could be swapped in alongside some 4-cost J allies to assist with thwarting
- Generation X is fine, but Cable isn't X-Men, so the threat is hard to justify without Children of the Atom
- Going Undercover doesn't directly advance the game state and needs other cards to justify the effort. However, it has a low total threshold in multiplayer, which may make it worthwhile in certain scenarios.
- Keep Up the Pressure isn't high impact with only two targets, but could help finish off the villain sooner
- Lock and Load isn't really needed since Superpower Training can do the same thing and help other players more, but could be used to pull in a Sonic Rifle
- New Recruits could be cheated into play during setup using Soldier X, but doesn't advance the game state by itself beyond giving other players a specific card
- Rally the Troops isn't as useful as the more flexible Render Medical Aid, but could be useful if allies are a priority