Card draw simulator
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| None. Self-made deck here. |
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| None yet |
Pedroq · 502
Tigra Tank/DPS build for MC/DC 2025. The early game is spent flipping between Alter-Ego and Hero form. Then the late game is spent in hero form tanking hits from minions and the villain. Multiplayer deck that requires a deck pass to set up, then deals solid damage. Tigra can help with thwarting, but the early game is spent selfishly building up, so set proper expectations with your teammates.
Cycle vs Farm
Tigra is powerful hero. She is card draw and resource rich with her hero ability and Cat's Head Amulet. This deck doesn't have consistent stun/confuse or damage mitigation to neutralize the minions. Instead we will Cycle the minions in the early game by defeating and resummoning them, then Farm them in the late game by tanking their damage.
Savage Cycling
In the early game, flip between hero and alter-ego every turn. Use Hunted to put a minion out every turn. Tigra will consistently have 2 minions out every turn for our hero ability to draw 2 cards. On the hero to AE turns, defeat the two minions to get 2 readies and avoid any unnecessary scheming. Hall of Heroes will collect plenty of tokens so we can continue to draw 3 cards even though we are not in Hero form.
Prioritize Sharp Claws because they are cheap upgrades that readily provide a source of overkill/pierce and temporary damage boost. The Claws help us clear those minions in the early game. Can exhaust one claw at a time, or both at once for +2 ATK with overkill and piercing. Aggressive Conditioning and Combat Training supply a permanent +2 ATK. Skilled Strike and Savage Strike supply temporary boost to our damage. Follow Through can increase the trample damage to the villain. Tigra can regularly see Savage Strike and pay for it with Cat's Head Amulet. She can hit for +12 ATK that will increase the damage total to 15 damage when you have 3 Follow Through upgrades.
Damage Farming
Aggressive Conditioning and Endurance increase Tigra's HP to 16. Can take undefended 6 damage from the villain and 2 ATK from 3 minions to still have 4 HP remaining. Moment of Triumph can turn those 15 damage overkill attacks into healing. "Bring It!" can help draw some more so we can find copies of Hunted and Moon Knight naturally without having to flip to AE. But, can always return to AE should you need a basic recovery or want to use Hall of Heroes to draw.
Allies
Decent cheap allies. They're meant to help manage the minions in the early game. Spider-Girl copies Moon Knight in stunning/confusing minions. Throg because he will always get his tough. Sunfire because there are 16 in the deck and discarding those pesky retaliate attachments. Bug because Tigra will make plenty of basic attacks, so he can stick around to help with some extra value. Thor in case too many minions build up. Thor can use one basic attack to line up several minions for Tigra to defeat with overkill.