m.Trae.b · 8
This deck is my choice when I run the God of Thunder. The build primarily lean towards multiplayer. It can also work against some villains true solo, but you will need some few changes (more on that down below).
What is the main goal of the deck?
Well, you will hit hard. I guess that is what a Thor Aggression deck is about. Therefore you will rely on a boosted basic attack, some events which utilize your weapons and a bunch of readies. So you not only can help bring down the villain, you can offer your teammates to take care of minions - especially those with a high threshold of health.
Lightning and Thunder!
First of all there is Mjolnir and Jarnbjorn. With 3x Mean Swing and 2x "Fusillade" - beside 3x Hammer Throw - there are enough events which utilize these upgrades and enable you to deal a good sum of damage.
Furthermore you want to pump Thors basic attack stats to 4 (with Mjolnir and Combat Training it isn’t a big challenge). To get most out of it you need turns with multiple readies. That‘s where 2x Battle Fury and 2x Earth's Mightiest Heroes can help. Battle Fury combined with a Hammer Throw on a low health minions feels really satisfying and allow you easily to put out 12-18 damage. Another option to ready Thor brings a friend from Work. Hulk works great as a durable ally and target for Earth's Mightiest Heroes to give you an additional use of your basic attack. On top of all this Lady Sif provides you with a additional use of your basic power.
With Deft Focus in play and a bunch of in hand and Quincarrier on top, Lightning Strike can be such a satisfying event to play. Washing away 4+ minions and in addition hit the villain with 6-8 damage is so good.
But how to effort all of this?
In my opinion the most valuable card to play (in best case early on) is Asgard. A hard mulligan for it seems worth, optional you should keep your eyes open for For Asgard!. The increase of the hand size will allow you to see more of your cards. For example the other needed resource generators like 2x God of Thunder, 1x Team-Building Exercise, 1x Deft Focus, 1x Martial Prowess and 1x Quincarrier (importance ranked like order of mention).
In general God of Thunder is a card you want to have, as it is with most hero specific resource generators. It will help to get out the other needed cards in the early game and provide energy resource for attack events and Lightning Strike in later game.
Many have pointed out that Team-Building Exercise is especially good in Thor decks. It will help to push out cards with the Asgard trait, and is a pleasure to have after a Hammer Throw. Like Thor summons his hammer, Mjolnir will be back and ready to go.
Deft Focus is a cheap card with limited use, but nonetheless a satisfying card. Combined with Martial Prowess even a Hammer Throw is basically a 1 cost event and you will be able to play several attack events in one turn.
Well, Quincarrier is included as kicker for Jarnbjorn, a for a more devastating Lightning Strike or as a resource generator for Mjolnir or a attack event.
Yes, of course, it is quite a bit to set up. But Thor will evolve to a real God of Thunder over the game, it is worth - really!
Who can help you and how?
The two most important allies are Bug and Hulk. You want them to stay for a while. They are cheap enough to get them out early and they provide long term benefits. As Thor should hit every turn with his basic attack, Bug will constantly remove 1 threat a turn without a lasting consequential damage. It is not the best threat control, but it is ok. Hulk on the other hand is - as already mentioned - a durable ally who will soak hits of nasty minions, allow you to ready with Earth's Mightiest Heroes and in the end block a blow of the villain or put out some damage.
Angela is obviously a good kicker for Thors “Have at thee“ ability. Besides that she is cheap (basically free to play) and can help putting out some damage and soak a hit.
As mentioned above Lady Sif is kind of a joker. She is good in several areas. With her 2 thwart, 2 attack, her ability to ready Odinson or Thor and the famous chumb blocking, she is kind of worth the 4 cost. The resource generation will help to bring her to the table.
What else to mention?
With this build there is only little reason to change into alter-ego, that’s why you should try to utilize Moment of Triumph as best as you can. In a best case scenario you will heal 6-7 of your health and remain in hero form for long as possible.
I cut out Genius because I wanted to reduce the load of mental resources in the deck. In my opinion 1x Energy, 1x Strength and 1x The Power of Aggression are enough for playing this deck and they can Help the style of play (e.g. Lightning Strike and Jarnbjorn).
What to change in true solo and why?
The 2x Get Over Here! obvious shine in multiplayer. It feels thematic if Thor jumps in and engage some threatening minions to save whoever needs help. Even if it is okay to go with in true solo, it isn’t the best card. In a true solo run with this deck, the two copies of Get Over Here! can be replaced with 2x Looking for Trouble as a kicker for Thors ability or 2x Into the Fray to control threat and be a bit more flexible.
Depending on the encounter and the number of players it could be reasonable to think about swapping some allies. Another target for Earth's Mightiest Heroes could be useful (maybe Valkyrie or a another cheap Avenger ally).
It is probably not the most effective deck of Thor out there, but it feels thematic and satisfying to play (at least to me)! Let me know what you think of this deck.