[BP & SL] Pounce Early and Often

Card draw simulator

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im_not_hydra · 56

To be paired with Star Lord: Discipline Leads to Daring (https://marvelcdb.com/decklist/view/58157/bp-sl-discipline-leads-to-daring-1.0)

General Approach for the deck pair
The general approach for these 2 decks is for Black Panther to lead the fight on the front lines, wiping out minions and chipping away at the first villain stage. Star-Lord focuses on handling the threat in the early rounds. Once built up, the heroes can deliver enough damage to finish the villain second stage in ideally one shot, sometimes two. Star-Lord should try not to abuse "What Could Go Wrong?" until time to push damage at the end.

Black Panther deck synopsis

Priority cards: Energy Daggers, Panther Claws, Dora Milaje, Quincarrier/Martial Prowess

Damage output: Steady damage frequently able to target multiple enemies
Use Black Panther's set-up ability to play either Energy Daggers or Panther Claws on turn 1. Play the other as soon as possible. Use Wakanda Forever!, Firepower and Fusillade to deliver damage with these weapons. Clobber is a nice damage option when drawn with a double resource.

Thwart potential: Very little
Don't plan to thwart often with this deck. Some allies can provide a little thwart support. Otherwise, thwarting mostly falls on Star-Lord's shoulders.

Ally support: Secondary
The Aggression allies are mostly here to hit with Joining Forces in Star-Lord's deck. It doesn't always happen, but it feels good to play Joining Forces for 4 and get both Hercules and Okoye on the table. Most importantly, even though the Dora Milaje allies are in Star-Lord's deck, the Dora Milaje support is here, since Black Panther can play it for free. You definitely want to play it to extend the lifespan of the DM allies. As for Shuri, remember that she can pull any upgrade from your deck, so if you have both Black Panther weapons in play, you can grab cheap upgrades like Jarnbjorn, Endurance or Honorary Avenger.

Damage mitigation/healing: Modest, via basic defense and stun
Survivability is perhaps the main weakness of the 2 decks. I often use Black Panthers basic defense, sometimes defending for Star-Lord as well and the play pattern is often to take turns flipping to alter-ego. Endurance is found twice in here to help, and Drop Kick is really an key card for preventing damage. Thor and War Machine both enter with Tough cards and Hulk can be a meat shield.

Economy/Card draw: 5 double resources, 2 generators, infrequent card draw
Quincarrier and Martial Prowess are here to help pay for attack events, and especially to meet the bonus requirements for Drop Kick. The Golden City is of course a great alter-ego support for economy.

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