Venom Booster Boots

Card draw simulator

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KakitaJamie · 301

LCG Discord Card Spotlight

Goal to build a deck that features the current spotlit card: Booster Boots

When I think damage prevention I think Perfect Defense.

GAME PLAN:

Multiple Man

This deck doesn't need allies for defense but it likely needs time to be able to set-up. Turn 1 Multiple Man is the best set-up you can get. So mulligan hard for double resources and Multiple Man.

Build Your Defense

Loose order of priority:

READY to Close Out the Game

Repurpose - Discard Energy Barrier that have a single token left to ready after a defend for big damage/thwart.

Desperate Defense - Ready after a defense activations.

Run and Gun - Ready every for activations.

Other Notes:

  • Potential Defense: Base (2), Armored Vest (1), Venom's Pistol (up to 2), Booster Boots (1). That's damage defended before you start spending counters off of Energy Barrier (up to 3) or Judoka Skill (2). If you're using Desperate Defense that's an additional 2 defense (not going to count multiple). Altogether you could achieve 13 Damage defense from a single attack. Generally you should never need 13 defense, so I'd at least have a good idea of max potential boost icon in the deck and target that as your number for defense. If you know you're going to to be ready after defending, it may be worth not using Venom's Pistol to save for a basic ATK or THW.
  • Extra Attacks: If extra attacks are pulled in the encounter phase, you might not always be ready. Multiple Man of course can serve the purpose of being prepared for a defend. Grasping Tendrils is another great alternative to Multiple Man for buying early game time to build out. Also great to eat surprise extra attacks from the encounter deck. Also this is probably the more likely time you will utilize Energy Barrier & Judoka Skill tokens, possible Booster Boots if you didn't have to for your first defense.
  • Behind Enemy Lines - Is great to help maintain the game threat but also great to leave a confuse on the Villian for Treachery based scheming and/or going to AE for Project Rebirth 2.0.
  • Savage Attack - Is good at exactly what you think it's good for, handling minions while building and closing out the game later.
  • Remember, you can use Venom's Symbiotic Bond and absorb the damage with Energy Barrier. Help you maintain Dauntless and still get his resource advantage.

FLEXIBLE SPOTS:

No specific slots are flexible. But depending on the scenario some cards may be better than others. Scenario dependent cards: Multiple Man, The Night Nurse, Repurpose/Energy Barrier, Judoka Skill

ALTERNATE CONSIDERATIONS:

More Hard to Ignore - Depending on the scenario, more may be better if you might struggle with Main Scheme threat.

Defiance/Expert Defense - Don't think the extra defense cards are needed.

Powerful Punch - In a minion heavy scenario, this may be better than the Repurpose package.

The Power of Protection - Could justify that this could see a 1 of with the current configuration, but you shouldn't need most of the 2+ protection cards until mid-game where it shouldn't matter. Powerful Punch in the deck per the above though could certainly justify the addition.

Not Today! - If the scenario has a lot of side schemes, then this might need to be in the deck.

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