Birdhouse In Your Soul

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
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AndersGabrielsson · 110

This is a perfect defense deck for Falcon, making use of his ability to see the top encounter card to predict enemy actions and tailor his defense to suit.

Learning to play this deck is more about learning to play Falcon than anything else. As such, if you're already used to playing perfect defense, this can be a good deck to use to learn how Falcon works.

The deck is light on allies, but they stick around. Cannonball should almost always be able to activate without taking consequential damage due to the large number of Aerial cards; Starhawk pops back to your hand if he takes damage exactly equal to his remaining health, which you can usually arrange; and Redwing - well, bouncing up and down to your hand in order to stay in play is what Redwing does.

Normally you want to get Defense Specialist from Specialized Training, but in an easier scenario you could consider #Combat Specialist instead.

Apart from the DEF bonus cards, you have several ways to keep yourself from taking damage and trigger Unflappable, Hard to Ignore, and Under Control.

Both Soaring Acrobatics and Battlefield Awareness can give you a boost to DEF when you need a point or two; Aerial Intervention can protect you from three damage if you have an Aerial character to exhaust (and you usually should have), and you can use Defiance to just discard a boost card. The latter can also protect you from nasty boost effects. On top of that, you have Vibranium Microweave to bounce off a point of damage if one should make it through. (Note that since Vibranium Microweave prevents the damage before you take it, your perfect protection triggers still work if you use it.)

Ever Vigilant helps with readying and threat removal, and readying is important because your basic activations are very versatile. If you didn't need Battlefield Awareness to defend you can use it to attack or to thwart, and if your allies don't need Soaring Acrobatics you can use that as well. You can easily make a basic attack or thwart for five or more if you use both.

Between Unflappable, Defense Specialist, and Up, Up, and Away you'll also have plenty of card draw. When I've played this, I've often started my turn with six or seven cards in my hand despite using a card or two during the villain phase, and starting with eight or more is far from impossible.

That's the main reason there are no double resources in this deck. You don't need more money; you need options. You have a lot of cards to build out, and while bouncing Redwing and Starhawk for spare resources can be effective, in the long run you want to build out your board. Minimizing the number of turns where you have no good plays is critical.

If you do want to put in the doubles, consider removing one copy each of Under Control, Practiced Plan, and Aerial Intervention. Those deck slots can also be used for Quincarrier, Helicarrier, or another copy of Team-Building Exercise if you want resource generators rather than resource cards.

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