Card draw simulator
Derived from |
---|
None. Self-made deck here. |
Inspiration for |
---|
None yet |
Tuark · 128
So my four man playing group were trying to find the team that could make it through the latest campaign. This is the deck I chose because it gives you TONS of flexibility and quick ramp. The flexibility of this deck also makes it extremely viable for solo play.
The obvious in the deck is just how much card draw you get: I always try to have some damage on my so I can combo Quincarrier with Captain Marvel's ability. Then there's all the others: Avengers Mansion, Nick Fury, Ironheart, Maria Hill, Alpha Flight Station, Photonic Blast.
Why War Machine is so good in this deck and how he combo's with Captain Marvel:
When I first play War Machine I do not attack with him, I use his tough to block for myself or another player. This stalls him for a turn, which is fine because you're waiting for Sky Cycle. The next two turns I'll attack or thwart with him but not block. My other allies can do the blocking. After his initial two actions I use him with Teamwork and Earth's Mightiest Heroes. Once I get Sky Cycle on him, I can use two of these cards in the same turn if I need to.
What's great is Teamwork and Earth's Mightiest Heroes are both zero cost and . Which makes them good for charging Energy Channel as well. There are 4 other Avengers in the deck that can also be targets for these cards until you get War Machine out on the board.
My typical strategy is to Assist with thwarting until I'm so ramped that I can just start playing Photonic Blast's and Energy Channel's at will.
I also play Spider-Woman almost every time she's up because the confuse allows someone to flip down and heal if need be.
This is one of the most flexible and powerful decks I've made in our play group.