Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
TheJoggernaut · 1
My first deck on MarvelCDB! Inspired by The Winning Hand Podcast, I've been getting more into deckbuilding the past couple of months in anticipation of MC/DC. Almost all of my games are true solo or two-handed, so I wanted to take advantage of the opportunity to specialize in a role during four-player. I did test this once to make sure it wasn't a total dud, but I definitely expect more refinement to occur (and have included some thoughts on substitute cards at the end). I'd love any feedback you have!
The goal of this deck is to boost Spider-Man's DEF (up to 6) so he and Echo can defend for the entire table each round. An ideal round looks something like:
- Villain attack Spider-Man; draw one card off of his "Spider-Sense" ability. Defend, take zero damage, and trigger Unflappable for a second card, as well as Hard to Ignore for 1 threat removal.
- Villain attacks player #2; Spider-Man plays a defense event like Backflip (which Jocasta has kept tucked away) to pull the attack towards him, resulting in 0 damage.
- Villain attacks player #3. Exhaust Echo and leverage Spider-Man's 6 DEF; trigger Hangar Bay to ready up Echo.
- Villain attacks player #4. Exhaust Echo again with a DEF of 6.
Innate Reflexes gets you to a DEF of 4 from the start. Eventually layer on Defensive Conditioning and Armored Vest, and you're up to 6. Desperate Defense gets you +2 DEF and allows you to ready back up to defend for another player if your engine (i.e., Echo and Hangar Bay) isn't built out yet.
In the background of all of this is Hulk. You can build his rage counters pretty quickly as you defend for the table (+4 each round!) and by playing Taunt during the hero phase. To counter his two consequential damage, you can either leverage Med Team or throw on an Honorary Avenger and let Iron Lad exhaust Hulk to gain his ATK power instead.
The deck is pretty much 100% defense oriented, but Swinging Web Kick and a built-up Hulk can give some pretty big burst damage, especially near the end to close things out.
Suggested Mulligan Priorities:
Potential Substitutions:
- The Best Offense... could give you some great burst damage or thwart
- Bait and Switch or Not Today! if you want some thwart
- Riposte or Powerful Punch if you want some damage
- Electrostatic Armor since you'll be defending so much
- "Stop Hitting Yourself" to leverage your high DEF to deal damage
- Angel's Aerie to get you back in the fight (if the GOAT Aunt May somehow isn't able to do the job)
- Stronger Together if you're playing with other Avengers. It doesn't pull the attack to you -- so you wouldn't build up Hulk -- but 0 cost for a reduction of 6 damage sounds pretty solid.
- Another copy of Unflappable or Hangar Bay to try to get it to the table quicker.