Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
PaybackJack · 59
Jessica Jones has thwarting covered with her innate 3 THW and Snooping Around. She also has a free flip which can allow her to heal each turn. This makes her kind of a perfect Aggression hero as both those things are quite difficult to manage for all but a few heroes. Because of this we can build an aggression deck that doesn't have to rely on having 10 allies to take a punch for us while we do our stuff.
To leverage her ability to flip down to Alter-Ego each turn, we're running a few cards that wouldn't see much play otherwise. Plan of Attack will tutor an Attack from the 7 top cards of the deck and with 7 cards it can hit(x3 Surprise Attack, x2 No Quarter and x2 "Big Mistake", we should have a very good return rate, particularly once the deck is built out. Surprise Attack is an easy choice for her. 1 resource for 4 damage(as paid for by Martial Prowess) is a great return although the timing can be an issue on occasion. We also have No Quarter great synergy with the aforementioned Surprise Attack can set them up for death, slap Marked on them, then you can finish them off and hopefully(likely) give you a nice return. Air Cover exists to get and replay Marked as needed for our copies of No Quarter.
With a hopefully decent stack of Minions coming in through either Snooping Around or Spoiling for a Fight, we should be able to power Hall of Heroes pretty effectively. On top of that Blood Rage gives us even more card draw.
Using Build Support we can get Weapon X, a card that most Heroes dream of being able to use, but Jessica can spam every turn to help get her own kit out.
Cards to Cut (if you're looking to)
Down Time and Aggressive Conditioning depend on what you want to do with Specialized Training.
- If you want to get Leather Jacket and Defense Specialist then drop Down Time.
- If you want to get Front Line Specialist and not defend then take Aggressive Conditioning and Down Time to help keep your HP up. This is my personal choice as I think the math works better here even with an extra couple cards in the deck.
Ready to Rumble may or may not be overkill. Theoretically it's a great card for her since she can take a punch, drop down and heal, and then flip back up and be ready to do something in the same turn. It's not strictly necessary but it provides nice consistency early on and having x2 doesn't slow the late game down too much.
Innate Aggression and Aggressive Conditioning are also kind of optional since we don't exactly need the extra damage from those attacks, we could just swap them down to Endurance.
Cards to ADD for more fun in multiplayer
1-3x Follow Through. Each of these boosts your excess damage which means more cards drawn with No Quarter and more damage dealt via the overkill from Marked and "Big Mistake".
1x Shakedown can be a way to help get more threat removal out there. More players means there will usually be more targets for her to choose from. Combo this with... 1x Warrior Skill will help you ensure that you can hit exact damage when needed.
1x Wolverine can give you some reliable piercing for those enemies that get tough easily.
1x Assault Training is a choice you could make if you really don't like cycling your deck, but I've always felt like this cycle needed 3 counters rather than 2 so I don't use them.