Card draw simulator
| Derived from |
|---|
| None. Self-made deck here. |
| Inspiration for |
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| None yet |
CaptnSpandex · 77
Suiting Up for success
Cosmo loves to soar! Next to Falcon, she patrols the streets and takes a bite out of crime.

| Damage: | ★★★★☆ |
| Thwarting: | ★★★★☆ |
| Survivability: | ★★★★★ |
| Economy: | ★★★★☆ |
| Reliability: | ★★★★☆ |
| Early Game: | ★★☆☆☆ |
| Difficulty to play: | ★★1/2☆☆ |
The strategy is straight forward:
- stack as many upgrades as possible on Cosmo. Her max load out is becoming a 4 THW, 5 ATK with ranged and overkill, 4 health, and she does 1 damage when she activates. Sky Cycle allows her to activate twice per turn.
- activate Cosmo multiple times per round; up to a maximum of 5.
- 1 regular activation + 1 from Sky Cycle + 1 from Flight Squadron + additional activations from Command Team.
- Cosmo's health doesn't matter because she will never take consequential damage, so long as you activate her while you're Hero form.
The key card to building Cosmo quickly is Suit Up.
- Priority #1: get Cosmo and Honorary Avenger onto her.
- Priority #2: get Sky Cycle onto her.
- Then, you can tutor up whichever upgrade you think suits the scenario best. Each time you use Suit Up, you can get Redwing and either choose to play him or use him as a resource to pay for the upgrade you just tutored.
While you're building Cosmo, you want to draw and play Mighty Avengers and Flight Squadron when you get them. These are also "voltron pieces" to power up Cosmo.
But what about Falcon?
Through the first deck pass, you're probably going to be using his kit cards as resources to pay for the supports and upgrades in this deck. That's ok! If there's something on the board that requires your attention, Falcon has some events that can help deal with them, including Redwing.
On turn 1, I like to tutor Falcon's Flock and get it into play so that I have a resource generator that helps pay for Falcon's kit cards if/when I need to play them, including Redwing.
I particularly appreciate Aerial Recon because it allows me to select an easy encounter to be my encounter card during in the upcoming Villain phase. This control makes the build-up phase easier by granting me time to build up more safely.
Since we're playing Leadership, why not throw in Captain America and his Shield. This card-duo is expensive, especially in this expensive and build-heavy deck. It's more of a nice-to-have (maybe even "win-more") that I tend to use to rush the Villain down in the last stage of the game. Cosmo can do 12-24+ damage in a round, plus you can use your resources to bounce the Shield in-and-out of play for additional damage or use any resources to bounce Redwing for damage/threat removal.
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