Daredevil for FnE

Card draw simulator

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Derived from
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fool_deck · 1

This is the deck I used to beat the standard Fear no Evil campaign, and it worked great there. I normally try to use 40-card decks, but with Daredevil and his Sense cards always at your disposal, it seemed that a slightly larger deck might work just fine.

The allies

Allies are pretty straightforward in this deck. Bug helps with triggering Shakedown by picking off both schemes and enemies. Daredevil has enough readies to keep him alive. Spider-Girl can neutralize a more demanding minion that you brought with Spoiling for a Fight, or eliminate one with the Vulnerable keyword. Professor X can stabilize the game at a critical moment. Shark-Girl helps in the endgame or when dealing with bigger minions.

The events

One of the issues I had with Daredevil is his lack of a big-damage attack. Take That! fixes this. Coup de Grâce is another card that can deal with a bigger minion, and most importantly, it negates their "When Defeated" abilities, of which there are plenty in FnE. It also takes care of Daredevil's nemesis minion, as Bullseye is not Elite, and, if I didn't misunderstand the rules, it triggers the "exactly defeat a minion" responses.

Precision Strike provides some healing and helps to exactly defeat enemies, and Spoiling for a Fight gets you a target for your Sense cards and readies your hero. What is not to like?

The resources

I ran a full set of basic resources plus two copies of The Power of Aggression. In none of the games did it ever feel like too much.

The supports

A single copy of Helicarrier is basically a "rich man's" Deft Focus. And then there's Stick, who in theory should be auto-include in this kind of deck, but in practice the whole "exactly defeat" theme felt a bit underwhelming. Hopefully, the next hero packs will bring some improvements to this play style.

The upgrades

Deft Focus is a must, and I at times wondered if I should include a 2nd copy. Aggressive Conditioning is another no-brainer.

Whenever I could, I tried to keep the single copy of Aggressive Stance in play, ready to search for my big attack whenever a nasty minion was revealed. A couple of times, the appearance of a clumsy minion allowed me to finish off the villain's last stage, thanks to this inconspicuous upgrade.

Using Enhanced Physique is an idea I stole from Villain's Theory YouTube video. I only ever played it with the discount from Enhanced Olfaction, but when I did, it felt good and efficient.

Martial Prowess is another economy boost in this deck. It's not a first priority upgrade, but it helps, as there are eight Attack events in total.

The end

I had so much fun with this deck, that I decided to do this short write-up. Recently, exploring Winter Soldier's pre-con deck inspired me to try Daredevil in aggression (I have even included some cards from Bucky Barnes's deck).

The amount of healing in this deck usually kept me alive for several rounds, with only occasional flips to alter-ego to recover. This meant that the whole "Attorney" side of Matt Murdock was a bit underutilized in this deck.

The aggression cards used here really felt like they complemented Daredevil's cards, and helped tackle h his weaknesses: his lack of a big attack and his low health. The only thing that I occasionally missed here was more card draw.

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