Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
HelmedHorror · 8
This build is heavy threat removal but with a balanced amount of attack damage. Note: Balanced means a fairly equally spread on the Hero. This build, when combined with several (or all) of the Player Side schemes can be uber-powerful.
There are also 6 Player Side Schemes included. Cards like Mind Scan and Telekinetic Blast scale with each Player Side Scheme in the Victory Display. So get these Player Side Schemes out early:
- Technovirus Purge (Identity Specific)
- Superpower Training (Basic)
- Build Support (Basic)
- Call For Backup (Leadership)
- Keep Up The Pressure (Aggression)
- Establish Perimeter (Protection)
ATK Power
As far as ATK power goes, there are 3 Scare Tactic cards are meant to pair up with:
- 2 Sonic Rifle
- 2 Concussive Blow
Each Scare Tactic causes 3 damage, only cost 1 resource, and if the Technovirus Purge Player Side Scheme is in the Victory Display, there is also a +1 ATK. Along with the character's Basica ATK, this could mean 6 damage for playing a 1 resource cost card.
When playing the 3 cost Telekinetic Blast, if all 5 Player Side Schemes are I the the Victory Display, playing this card would give 6 ATK +1 ATK from the Technovirus Purge and +2 ATK from the hero would be 9 ATK damage to a villain.
If you're lucky enough to play this with a Scare Tactic on a confused enemy, playing the maxed Telekinetic Blast would add an additional 6 damage bringing the total to 15 damage with just 4 resource cost.
In addition, Jack Flag can also be exhausted to deal additional damage after he performs a thwart.
THW Power
Mind Scan scales well with the Player Side Schemes meaning each Mind Scan could remove a maximum of 9 Threat from any scheme.
For Justice! and Making and Entrance also can be used to remove a decent amount of threat (and possibly heal) without the need to have Player Side Schemes in play.
Lastly, there are a couple First Aid and a Helicarrier and basic dual resources cards to further aid the Hero (making Cable even more powerful!).
This build should do well in solo against more powerful villains. I initially tested this on Standard Rhino and basically destroyed him in four rounds. I was fortunate to get all Player Side Schemes out as quickly starting from my first phase. This is very important since Cable (and this build) is heavy on Player Side Schemes to amplify damage and thwart amounts.
This is my first attempt at building a deck vs. using Cable's precon. As a result, I'm still testing and adjusting this deck.