Card draw simulator
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None. Self-made deck here. |
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None yet |
dkilkay · 198
I like to think of thwarting as not just detective work but also protecting property and villains from the villain's machinations. And who better to do detective work and prevent the destruction of property than a 50 foot woman in a super suit?
This deck was inspired by my love of Waylay. It is such a great damage dealing card, but the high cost and manufactured circumstance makes it a card that needs to be built for. In my experience, heroes that can do big thwarting with their basic thwart are the way to go. But Giant Wasp is especially good because she can spread it out. With Heroic Intuition, Wasp's Helmet and Surveillance Specialist she gets a basic thwart of 5. And that thwart can be spread out, so she can clear side schemes and manage the main scheme simultaneously with just her basic actions, allowing her hand to do other things. Add in Making an Entrance or Rapid Growth and for 2 effective cost you have 7 thwart to spread around.
Which is why there is 4 Player Side Schemes. Unless the scenario is especially scheming, you will never have enough Side Schemes in play to make use of all that basic thwart. So you can throw excess thwart on Going Undercover or Lay the Trap and have them go off when they go off, no priority.
For minion management, use allies. Ant-Man, Captain Britain and Venom will all have 3 damage for one consequential damage. Show of Empathy converts thwart into minion management in a fun way, which in turn, gives you another minion for minion slaying. And then you can on occasion go tiny and use Pinpoint Strike for a nice bit of damage to the villain too.
For defense, Ironheart and Vivian are cheap and have a play effect, but then serve as chump blockers. Making an Enterance and Pym Particles give some easy to use healing. And Invisibility Gear protects you from attacks and gives you more scheme to thwart. In multiplayer, that will be used less, but in solo it is a great defense.
And then just pummel the villain with Waylay until you are ready to push, at which point you may switch to Tiny to get more out of your attack events. Justice Served and Skilled Investigator are nice to have cards that will activate often and let you achieve more.
I didn't use The Power of Justice because the basic resources are more versatile and once Quincarrier is out, you should have enough resources. Most turns you will want to play a 3 cost attack like Waylay or Pinpoint Strike and a 1 cost like Making an Entrance, Rapid Growth, Invisibility Gear or Justice Served, and that will be covered every turn. Getting allies in play can be a challenge, so use your fighters sparingly for when needed to get you out of a minion jam.
Red Room Training is a deep luxury that is best left unused and Bio-Synthetic Wings go completely unused in this deck.
2 comments |
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Oct 16, 2025 |
Oct 16, 2025
Justice Served was mostly easy deck filler. It will be triggered most turns so it is an easy include and a way to get more damage on the board. Not an essential part. In general, I would be trying to avoid flipping down as much as possible, which is why healing, chump blocking and attack dodging is included, so even though GIRL is one of the best recycling skills in the game, it will rarely be used. That Blade combo is one I hadn't thought of, that could be quite good. That said, the costing of this deck is built around playing a 1 and a 3 cost card every turn. So the 1 cost isn't an issue. Under Surveillance is great, the idea is that threat should never be out of control in this deck. But that would hedge against Advance which is the bane of solo play. It probably would be good to drop one Justice Served and one Invisibility Gear for a copy of Followed and Under Surveillance as the aren't frequently used. |
Wandering if Followed would be a great pairing for your Lay the Trap when your Final Push time comes.
Don't know if I'd use 3x Justice Served with the max1 & still has potential to be recycled with GIRL. Think I'd prefer to see Blade & Earth's Mightiest Heroes/s. Can toggle you/Ant-Man too.
If your using Invisibility Gear as a potential Attack dodge, I'd like to see Under Surveillance. Actually ANY solo deck should prob try to run it. :) It effectively counts as a $2 thwart 4 - by increasing the gap between current and max EVEN IF current main on 0 and/or a crisis protecting!