Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
Dami22 · 183
THE EVENT HORIZONThey call me the Golden Gladiator. They call me the Avatar of Life. They think of cosmic wars as a series of fleeting sparks, sudden outbursts of violence, temporary flashes of magic, desperate acts of desperation, and a single event to turn the tide. How small, how devastatingly mortal. They do not understand that the universe is not shaped by moments, but it is carved by absolute permanence. Why waste breath on incantations, and why bend reality for a split second when you can simply dictate the fundamental laws of existence? Look at me, I do not move, I do not chant, and I have woven a lattice around this battlefield so absolute that the Accuser’s wrath and the Underworld’s money fade into irrelevance. The protective shroud of the Cosmic Sovereign wraps around my flesh, the ancestral iron of Asgard rests in my hands, and the tactical minds of the galaxy kneel before my throne. Every quadrant of the spectrum – PROTECTION, AGGRESSION, JUSTICE, and LEADERSHIP – is perfectly aligned and frozen in flawless symmetry. You strike at me, and your strength simply ceases to be. You plan in the shadows, and the web of my silent executioners unravels your legacy before it even begins. And when the time is ripe, when my quiet monolith of war is fully erected, then my hand cannon will speak once and a single, heavy, un-eventful stroke of absolute finality will shatter you. I am Adam Warlock, I am the Monolith, and you have entered the Event Horizon, from which not even light can escape my judgment.The structural anomaly of this deck lies in the use of exactly 0 ASPECT EVENTS. Every single card outside your mandatory signature pool is a permanent fixture on the table, whether it is an upgrade, a support, or a tactical missile. The deck transitions seamlessly between an impregnable fortress in the Villain Phase and an executioner's scaffold in the Player Phase.In the first chapter, the so-called Ronin Sacrifice, we exploit a flawless RRG timing window. We play 5 powerful entrance allies, namely • MARIA HILL, • SQUIRREL GIRL, • HAWKEYE, • ANT-MAN, and • SPECTRUM, yet we fully circumvent the restricted condition of • RONIN, which usually requires plus one DEF when you control no other allies. In this loop, your allies enter the battlefield, immediately trigger their devastating "comes into play" effects, and are instantly spent as chump blockers or processed through the MEDICAL LAB. The RRG rulebook creates a brilliant anomaly here, because the exact moment they hit the discard pile, your ally count drops back to zero and the • RONIN protocol reactivates instantly. When the villain attacks, your battlefield is empty and activates your permanent 5-DEF WALL, which is composed of • RONIN, ARMORED VEST, and INNATE REFLEXES, causing you to take zero damage and keeping Adam fully unexhausted for the coming phase.In the second chapter, the Jarnbjorn Thicket, we move our damage engine entirely into the Villain Phase. Because we reduce enemy attacks to zero damage by default, our defense is mathematically classified as a Perfect Defense according to the RRG. As a result, ELECTROSTATIC ARMOR and DAUNTLESS fire simultaneously, dealing 2 automatic, unblockable passive and retaliation damage points to the attacker. Because we did not spend hand cards on defensive events in our own phase, your resource generators, consisting of • QUINCARRIER, • KARMA STAFF, and • SOUL WORLD, are fully charged during the enemy's turn. We trigger • JARNBJORN on the basic defense, slamming the villain for an additional 2 physical damage points while he is actively trying to hit us.In the third chapter, the Hand Cannon Finale, we use pure force. Because your allies absorbed the heavy impacts, Adam enters the Player Phase completely unexhausted and we do not use attack events, but our raw, heavily buffed basic attack. For this massive impact, we exhaust the newly integrated HAND CANNON for a brutal plus two ATK and OVERKILL. In the final mathematical calculation, combined with COMBAT TRAINING and • GOD-SLAYER, Adam strikes with a base force of 6 DAMAGE WITH OVERKILL. Any minion trying to shield the villain is instantly pulverized, sending the spillover damage straight into the villain's health pool, followed immediately by another • JARNBJORN activation. Every signature event drawn, such as KARMIC BLAST, COSMIC AWARENESS, and QUANTUM MAGIC, is never actively played, but serves one hundred percent as absolutely reliable discard fuel for Adam's identity ability to ready himself or wipe remaining threat via MAKING AN ENTRANCE, while ON THE TRAIL, BLOOD RAGE, COMBAT PROWESS, ENERGY BARRIER, and UNDER SURVEILLANCE complete the static, flawless network.
STARTING HAND AND FIRST ROUND STRATEGYFor maximum consistency, your starting hand in the very first round must be absolutely uncompromisingly drilled for the economic core of your mandatory hero kit. Since this deck operates with exactly zero aspect events, there is no statistical dead time during the first redrawing. During the hard mulligan, rigorously discard every aspect card, every HAND CANNON, every ally, and even • JARNBJORN to the discard pile if at least two of the three immutable core pillars are not in your starting hand. These top search targets are the SOLAR GEM for your permanent free resource from turn one, WARLOCK'S CLOAK as the mechanical engine to ready Adam every round, and the MYSTIC SENSES for the ultimate card draw trigger with every use of your hero ability.Once the game begins, the mathematical turn sequence in round one follows a strict protocol. Use your hand cards and Adam's inherent resource generators to bring the SOLAR GEM and WARLOCK'S CLOAK onto the table immediately. If you have the MYSTIC SENSES or the KARMIC STAFF in your hand, build them directly behind. Under no circumstances should you play an ally in this first turn, unless it is • MARIA HILL, who lets you draw another card immediately through her entrance effect. Use all remaining, excess aspect upgrades in your hand as pure discard fuel for COSMIC AWARENESS to clear the starting threat of the main scheme or neutralize initial crises in passing. End your phase strictly with a completely empty ally zone.As soon as you hand the turn over to the boss, state B of your clockwork takes effect with absolutely flawless RRG precision. Since your field is completely empty, the • RONIN status triggers immediately and fuses with your ARMORED VEST into a permanent five DEF wall. When the boss attacks, you declare Adam as the defender, reduce the incoming damage to zero by default, and activate the deadly passive counter duo of ELECTROSTATIC ARMOR and DAUNTLESS in the same breath. In your subsequent player phase, thanks to WARLOCK'S CLOAK and TURN THE TIDE, you start completely unexhausted, fill your hand with new fuel at lightning speed via the MYSTIC SENSES, and execute the villain event-free with the loaded HAND CANNON.