Card draw simulator
Derived from | ||||
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Quicksilver - Leadership no Ally | 13 | 7 | 1 | 1.0 |
Inspiration for | ||||
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Fine, I'll Do It Myself | 8 | 6 | 0 | 2.0 |
Precon Recon · 637
Welcome back to Precon Recon! For those unfamiliar with our series, take a look at our recent write up of the blue blur here: https://boardgamegeek.com/thread/2756117/1-2-punchboards-precon-recon-quicksilver
Team of One
Thematically, while Quicksilver has served in many teams, he's primarily a loner, taking on a lot of tasks on his own and growing exhausted of the inefficiency of his so-called "friends". Due to how quickly he's always moving, the slowness of others can feel almost debilitatingly frustrating to him, making him an impatient and generally irritable person.
Quicksilver's Life in a Nutshell
So, making him a Leadership deck that features no allies is simply wonderful in terms of theming. Yes, Scarlet Witch is technically here, but be honest with yourself; are you really ever going to play her? No, probably not.
So, how does this deck run? For starters, a good mulligan is key to making this deck start functioning as fast as possible. Priorities are:
- Friction Resistance
- Deft Focus
- Accelerated Reflexes/Hyper Perception/Reinforced Sinew
- Moxie
- Serval Industries
- Adrenaline Rush/Civic Duty
- Tenacity
Friction Resistance is the singular card you need to get to the table as fast as possible. It is a card that without you won't do nearly as well turn-to-turn. Deft Focus is the next most useful resource generator, helping to pay 13 of Quicksilver's core 15 cards. Your stat boosts are obviously next important, as they dictate how well you do everything you do.
Moxie might be surprising, but you might as well start the game swinging if you can, and being a free card, there's no harm in starting the game strong. Serval Industries will help shuffle any unhelpful Quicksilver cards back into your deck for later use and is great to set up early on. Adrenaline Rush and Civic Duty are cheap cards to set up for the future, and you can have any number of each in play, so don't be shy. And Tenacity is equally setting up for future turns, but is a little pricier and far less viable without Friction Resistance.
Always Be Running and Maximum Velocity are actually terrible cards to pull at the start of the game, as readying really isn't important when your stats are so low and Maximum Velocity is a little expensive at the start of the game.
Do keep in mind that you have a mini-mulligan built into your Alter-Ego, giving you even more opportunities to dig if you need them.
The goal of this deck is to be as flexible as possible. Quicksilver can basically team up with any other deck because, on his own, he can be a machine for either attacking or thwarting. Moxie and Morale Boost work well with Maximum Velocity to up all your stats for the round, letting you choose either or both stats to let loose with. Similarly, Adrenaline Rush and Civic Duty can be spent at the start of the round to boost a particular stat even further, encouraging you to be ready for big turns where your ATK and/or THW is 5+.
Tenacity will give you even more readies that pay for themselves with Friction Resistance, allowing you to keep up to 3 readies in play at a time. Theoretically, you can ready up to 8 times in a given round between 4 copies Always Be Running, 3 copies of Tenacity, and the freebie you get with your core effect.
Much of your game will be reading the board while considering what options your fellow player(s) have. If your friend is playing Aggression, you'll likely be thwarting a lot and vice versa. However, don't feel tied down to a single option in this way; you are incredibly flexible and can control the board quickly and effectively.
While some may argue that Lead from the Front is a solid option for this deck, but not only is it a little expensive for what it does, but it's a far better card for other decks. We stuck a couple of copies of United We Stand instead to help keep Quicksilver healthy while also helping out your fellow player(s) with some light, cheap healing. Similarly, Recuperation is here to allow Quicksilver to heal without exhausting in Alter-Ego, a huge boon when ready to launch into a big turn. Combined with Down Time and you'll be healing a whopping 5 health. At one point, we did run Athletic Conditioning, but with Quicksilver being able to shake off status cards easier than the average hero, we didn't think they were too important and often clogged up the deck more than became useful.
Once you're in the rhythm of things, you'll be able to take the opponent down in no time. We recently played against the Collector (Escape From the Museum), and Quicksilver was able to thwart for 25 in a single round, able to complete the entire 3rd stage of the scenario in a single turn. Yeah, it can get pretty wild.
Let us know your thoughts down below, and we'll see you next time!