Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
phtephen · 83
After Echo got released, I wondered how could I break Go All Out. I thought being able to play it while tucked under Echo was the best way to break it. I was wrong. The best way to break it is to play it after playing Morale Boost three times. And that's just the minimum. If you get lucky, you could play it five times, which is usually overkill for most villains if you're playing solo.
So, this deck is built completely around getting the stuff you need to play it at least three times, then followed up by a 15 damage Go All Out.
First, this requires Muscle Memory. You don't need to mulligan for it, getting Superpower Training works fine enough. Then get as many of Helicarrier, American Sign Language, Avengers Mansion and Choreography out.
The allies are meant to help you fight off the villain's attacks and reduce threat while cycling through your deck. You'll be jumping in between hero and alter-ego form so you need to deal with both. Resource Reserve is meant to hold The Power of Leadership so you can pay for Go All Out easier. Not necessary, but nice to have. And finally, Assess the Situation is more deck cycling.
Once you get the pieces together, the combo is easy. Play Morale Boost from your hand, use Muscle Memory to return it to your hand and replay it, then use Photographic Reflexes to play it the third time. Then play Go All Out. You can add more Morale Boost if you have them, but three should be plenty to kill most stages.
Echo's Katana isn't necessary, but nice if you have to deal with toughness. Improvisation does nothing worthwhile, so don't even play it.
And this deck also works against those scenarios where you need to reduce a bunch of threat, using Push Ahead. It also helps in a cinch in multiplayer where the team has a bunch of threat on the main threat and you make it disappear completely.