Wakandan Weapons (rev1 - MASSIVE Damage Combo)

Card draw simulator

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Derived from
None. Self-made deck here.
Inspiration for
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OldDude · 2

Notes:

Focus on Building Out and Controlling the Board before Advancing the Villain

Build weapon upgrades prioritizing Energy Daggers and Panther Claws and at least 1 more of either Jarnbjorn or Pulse Grenade.

Then add Honed Technique and Warrior Skill for bonus damage.

Lock and Load provides a low-cost option with a low threshold to put up to a 3-cost upgrade into play.

Deck size shrinks as board gets built out.

Numerous allies are available to help control the board while you build out. They can be used for blocks, confuses, threat removal, card draw, and upgrade search.

Deal up to 18 damage for a 1-cost event which can be focused on 1 enemy or split among many:

Firepower + exhaust 3 weapons for 3 + 3 + 3

add Honed Technique for 4 + 4 + 4

add Warrior Skill for 5 + 5 + 5

and pay using Aggressive Energy for 6 + 6 + 6.

Pulse Grenade and Jarnbjorn can provide enough weapons for 2 complete Firepower activations with 6 weapons to exhaust per turn for up to a maximum of 6 x 6 damage. The grenades can also be resolved after the Firepower activation while exhausted for additional burst damage. Jarnbjorn response can also be used at the end for additional damage (after each attack, i.e. Firepower and each Pulse Grenade) provided you have the resources.

Press the Advantage (+ Honed Technique ) for 2 (or 3) damage serves as a 1-cost attack to remove stun or tough cards or for supplemental damage.

MASSIVE 67+ DAMAGE COMBO - Start from Alter-Ego with an 8-card hand from The Golden City and

pitch 2 Aggressive Energy to play 2 Firepower events, boosted by Honed Technique and Warrior Skill for a massive 36 damage and

then explode 3 Pulse Grenade for anywhere from 0-12 damage based on boost icons,

remember to pitch up to 4 remaining strength resource cards after each attack to activate Jarnbjorn for up to 4 x 2 damage after each Firepower and Pulse Grenade,

or then play 2 Wakanda Forever! with Panther Claws last for 12 damage + 2 Thwart + 2 Heal from move health,

then attack with 3 of your highest damage allies for 2 + 1 + 1 + 1 + confuse, and

then use a basic attack for 2

for a potential 36 + 12 + 12 + 5 + 2 = 67 damage on a single target

or even more when split amongst the villain and minions!

Recover Cards From the Discard pile:

Assault Training recovers discarded Firepower.

Ancestral Knowledge recovers Professor X and choice of 2 other cards.

Manage Threat and Take Advantage of Massive Card Draw for Bursting:

Basic Thwart, Professor X, Psylocke, and Brawn are used to control threat and to flip into AE for healing, bigger hand-size, and more card draw via The Golden City for big turns.

Ironheart, Nick Fury, The Golden City, and Press the Advantage all provide sources of card draw.

Wakanda Forever!

Wakanda Forever! still activates all Panther specials even if Panther Claws and Energy Daggers are exhausted.

Revision info:

Removed Hand Cannon as 6 weapons are enough for rare double firepower activations. Added Psylocke for thwart and confuse. Added Aggressive Energy to make the firepower combo do 6 + 6 + 6. Replaced Piercing Strike with Press the Advantage for a cheap way to clear stuns or remove tough cards and take advantage of confuse from Professor X and Psylocke. Removed Avengers Mansion and Helicarrier as economy and draw are already good.

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