Just a Girl and Her Dog (Updated)

Card draw simulator

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Derived from
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Fromundaman · 99

Updated 3/3/22

Welcome to a different kind of Ms Marvel deck which doesn't use Morphogenics at all. The idea here is to get Lockjaw out as fast as possible then keep playing him from discard every turn it is possible, then discarding him to play him again. You're looking to cycle Lockjaw into play 1-4 times per turn regardless of which form you're in.

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Strategy:

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Since this deck revolves entirely around Lockjaw, the first step is to find him. The way to do this is to use Call for Aid to go find Ant Man. This gives a decent chance of putting Lockjaw in the discard pile, where you can play him. If this doesn't happen, you then play Ant Man for 0 to get him in discard, then use Aamir to put him on the bottom of the deck and use Call for Aid again. We can also make use of Kamala's Teen Spirit ability to try to find Lockjaw, but it's easier to encounter a Ms Marvel card. Still, every little bit helps, and finding Aamir makes the strategy work better so if Teen Spirit pulls him out, that's even better.

Once Lockjaw is in the discard pile, you can now start putting him in play and using Go Down Swinging, Last Stand and Save the Day on him. With any luck, you may even have several in hand. These events as well as the Command Teams allow us to call in Lockjaw, do an attack, then discard him. From there you call him back into play with either rapid response (Depending on how he exited play) or your abundant resources and repeat as many times as possible.

Speaking of resources, you use a lot here. You will use just about every resource generating tool available, all of Ms Marvel's personas, and double resources as much as possible. Once you have Lockjaw, double resources are usually what you're recycling with Aamir too. The reason is both to get you started as quickly as possible, but also because the way this deck ramps is by giving you more resources to recall Lockjaw with, letting you play him more and more times as the game goes on. To that end, since so little of the gameplan involve Ms Marvel actions, you can pretty safely exhaust for meditation (or to clear villain attachments throughout the game) to get upgrades out for free. This is also why you take one of each Enhanced resource instead of doubling up on any; this should allow you to always have the resource combinations required to clear villain cards while still being useful for general use economy.

The Ms Marvel event cards and Embiggen/Shrink/polymer suit are a less important in this deck than most Ms Marvel decks, so those meditation exhausts aren't a big deal. You can use her events, but honestly the resources are usually better spent on maintaining the Lockjaw cycling. Polymer suit can be useful for making Save The Day free to play though.

The exception to this is Red Dagger, who can be used as a bootleg Lockjaw, but he takes a turn longer to cycle without events and the events do 1 less on him. He does serve as a longer term ally/blocker when he's out though. The one advantage Red Dagger has is that since he goes back to hand, you can use Meditation to play him again. I'd only use him after you have a bit of setup, or if Lockjaw gets taken by Kang or something. Always prioritize Lockjaw over Red Dagger if there is a choice.


That's it for the deck Strategy. Let's get into pros, cons and current accomplishments.

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Pros:

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-Very fast set up. Unless you have very bad RNG, you should find Lockjaw turn 2 at the very latest, though 80+% of the time it's turn 1 between Teen Spirit, Call for Aid, Mulligans and Amir. -Good spread of damage and thwart that can go in various directions. This is a very flexible deck. -The events are all Tactics. This means this deck still functions when you're stunned, confused, frozen, beguiled, etc. In Multiplayer I was not clearing any of those status attachment cards off of me just so that they could not go back into the deck and to other characters later. Since you don't use Morphogenics and barely use basic powers, being exhausted isn't a problem either. This allows you to be the one to do any exhaust action for the team. -Works as is with no modifications for most scenarios I've tried it in.

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Cons:

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-This deck gets hard countered by some scenarios. Don't take it into the Collector for example, since Lockjaw would immediately go into the collection. Ronin also seemed to destroy this deck. It does a lot, but it can't take a 15 damage hit with overkill. Kang is also a bit tough since he can take Lockjaw with obligations, but it's manageable if you prioritize getting the cards back. Have not tried Thanos yet but I assume this would be difficult since he can remove cards from the game too. -It can sometimes hurt to throw away all of the cool Ms Marvel cards. You very rarely play any of them outside of Aamir, Nakia and sometimes Red Dagger, Suit or Bruno. -You may go through your first deck pass very quickly. It is not uncommon to cycle the deck or come close to it on the first turn looking for Lockjaw. Have to be willing to accept you get an extra encounter card very early. -This one is both pro and con tbh, but if you lose track of when your deck will cycle and allow Lockjaw to get shuffled back in, you will have trouble since you will have to redo the setup. That said, if you make sure he's on the field every time you shuffle, this is a setup that most villain cards can't take away.


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Current Stats:

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  • 1/1 with Expert Nebula (The loss was bad luck; turn 1 space pirate removed Lockjaw so I restarted. Both true solo.).
  • 2/0 Kang (Once Expert in two-handed solo, once normal in 4p)
  • 1/0 Expert Wrecking Crew (2P)
  • 0/2 Expert Ronin (True solo; whew that's tough)
  • 1/0 Expert Hela (2 handed solo)
  • 1/1 Loki (Won Expert in 2 handed solo, lost on normal in 4P)

There you have it. Time to take the dog out for a walk.

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