So...Gambit...you throw stuff?

Card draw simulator

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sinkhymn · 14

So...Gambit...you throw stuff?

Prof X

Yeah I throw it. I throw it really hard.

Early on with this deck - don't throw it really hard. Instead use your attack events to pay for supports and upgrades that make defending as fun as attacking!

Key supports and upgrades to get down are the X-Jet, Angel's Aerie, Change of Fortune, Unflappable, and Gambit's Guild Armor.

But the great thing about this deck is that all of the upgrades and supports (except The Thieves Guild which is usually just a resource) will help reinforce your strategy and have synergy but are not dependent on each other to be effective. So whatever you choose will make each game feel a little different but the strategy is really the same.

When making tough decisions on what to play, don't be afraid to pay for something else with a Hard to Ignore or Ready for a Fight. Both are great - you just have multiple copies of each.

Two allies that can give you some breathing room are Polaris who can put a tough on you and Armor who is essentially two blocks and a thwart.

What happens if you run out of stuff to throw?

Go fingered or go fingerless those are your choices

You can still defend! Because you will be defending almost every turn, you get a lot of mileage out of Armored Vest. More importantly, Angel's Aerie will have enough fatigue counters to heal you up when you go to Alter Ego. This allows you to use your fantastic Thief Extraordinaire ability instead of wasting time with a recovery!

Remember that your defense cards also count as you defending so adding two fatigue counters on Angel's Aerie in one turn is common. As are multiple pings from Electrostatic Armor. Endurance ensures that extra fatigue counters are not wasted and Moira MacTaggart draws you a card on the way back to Hero.

Flip down to Alter-Ego and heal up with Angel's Aerie when:

But there is always stuff to throw!

Gambit holding Cards

You have 10 attack events to pump up with your Throw de Card ability. Charged Card and Powerful Punch are capable of 7 damage, Royal Flush is capable of 9 damage, and "Stop Hitting Yourself" is capable of infinite damage!

Jocasta helps you set up your big finish by holding a Natural Agility until you have a pile of charges and "Stop Hitting Yourself" in hand. Although it is possible to have huge numbers if you stall indefinitely, the highest I have ever had in normal play was 22 (from 9 charge counters and both Natural Agility). Still enough to one shot a Villain's last stage!

Keep in mind that Powerful Punch interrupts the enemy attack. So if you can kill off a minion (or the first stage of the Villain) then the attack does no damage to you! Even better is that this will trigger both Unflappable and Change of Fortune to draw three cards (along with a ready from Gambit's Guild Armor, another fatigue counter on Angel's Aerie, and removing threat for each Hard to Ignore). Gambit's Staff can also interrupt to ping off the last health of an enemy for the same effect (if you defend).

Try not to spend your first four charges until you play Rogue so that she is free. Which is amazing! After you play her for free, throw things as hard as you want! Just don't throw a gyro - it's tough because the meat is floppy.

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