Captain America Aggro

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet

RegalGamesTV · 38

The idea is to get setup with Super-Soldier Serum, Jarnbjorn, Hand Cannon, and Combat Training. This will allow Cap to ATK for 2+1(Combat Training)+2(Hand Cannon)+2(Jarnbjorn)=7, +2(Skilled Strike)+3(Mean Swing)= 12 damage from a single basic attack.

6 comments

Apr 20, 2021 StuWal19 · 1

This might be wrong (I don't play a lot of aggression) I also think this game is so hard that some rules should be tossed out or loosely followed.

But I believe the hero interrupt cards (skilled strike and mean swing) cannot be stacked for a single activation. Just like not being able to use multiple defense cards for one villain activation. You could always discard a card to ready cap again and then use it.

If I am wrong I have learned something new today which is why I am constantly on this site looking at deck options/ideas/strategies.

Apr 20, 2021 RegalGamesTV · 38

I’m not sure where you got that interpretation from, tbh. For Skilled Strike and Mean Swing, think of it this way: Cap attacks -> interrupt said attack -> attack begins to resolve -> interrupt attack again. It’s the same way for Defense events too- I can use multiple Desperate Defense on the same attack because I’m interrupting that attack.

Apr 20, 2021 StuWal19 · 1

@RegalGamesTV LOL Like I said I wasn't positive about the ruling your tbh is a little aggressive considering the rules for this game are pretty intense... I have just never played that way. I have copied the ruling for interrupts. It says multiple interrupts can occur on the same activation but I am not confident with a single player offering multiple interrupts. They have this ruling of multiple interrupts for multiplayer games... I guess we can look at it as you interrupt once then you have the option to pass or interrupt again.

INTERRUPT An interrupt ability is a type of triggered ability, indicated by the bold “Interrupt” timing trigger. Interrupt abilities may be executed anytime the specified triggering condition occurs, as described in the interrupt’s ability text. The interrupt ability interrupts the resolution of the specified triggering condition, and resolves immediately before that triggering condition resolves.

Multiple interrupts may be triggered by the same triggering condition. An interrupt ability is executed when its triggering condition becomes imminent, but before that triggering condition resolves. Opportunities to interrupt occur in player order until all players have passed consecutively. Once all players have consecutively passed on the opportunity to interrupt an imminent triggering condition, further interrupts to that specific triggering condition cannot be used. If an interrupt changes (via a replacement effect) or cancels an imminent triggering condition, further interrupts to the original triggering condition cannot be triggered.

Apr 21, 2021 RegalGamesTV · 38

@StuWal19 Right, there’s nothing here that prohibits the use of multiple interrupts by the same player (except replacement effects, but that effects all players equally). Considering that the game has a player count of 1-4, there aren’t any rulings for multiplayer vs single player.

Apr 22, 2021 StuWal19 · 1

I am glad I commented. I honestly have never stacked interrupts like this before. Granted I play majority of protection and using two for a single defense is a little over the top.

Thanks for the help on the rule clarification.

Apr 23, 2021 RegalGamesTV · 38

@StuWal19For sure! Hope your games go a little easier now! :)