Card draw simulator
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None. Self-made deck here. |
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None yet |
zx357749830 · 8
Captain Marvel Solo Expert [OTK]
The general idea of this deck is to perform combos between Honed Technique and attack event cards in one round for lethal damages. We don't defend, so, we need to change to alter-ego to heal and draw more cards with Alpha Flight Station and Hall of Heroes. Sometimes we have threat pressure in this build, Spider-Woman and Into the Fray are the keys to remove or prevent threats, hero basic THW with Soaring Acrobatics helps to remove side schemes, or giving-up THW and focusing on lethal in the later game.
There are two stages when playing with this deck:
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Initial stage: Except for killing engaged minions, spend all attack events, and player-side scheme as resources to put as many support & upgrade cards as possible into play. The goal is to draw as many cards as possible and look for two key cards Honed Technique and Quincarrier. The game moves to the second stage when two key cards are put into play.
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Lethal stage: Dive Bomb with Honed Technique helps to clear the board and keep the villain low health in form 2. Then, you need to find a perfect time to switch to alter-ego form and prepare to kill the villain in the next round with 13+ cards in your hand.
Support & Upgrade tire:
- Honed Technique, Quincarrier, Alpha Flight Station, Cosmic Flight
- Hall of Heroes, Avengers Mansion, Martial Prowess
- Deft Focus, Enhanced Reflexes, Soaring Acrobatics
Clobber
This card combo with Honed Technique has 2 usage:
- 2 cost (3+2) damages to clear minion, and then used as a resource for other cards, which means this card's value equivalent to 1 cost 5 damage.
- Play this card twice in one round, which is equivalent to 4 cost 10 damage, combo with other cards for lethal.
Dive Bomb
This card combo with Honed Technique provides 11 damages against the villain and clears the board with 5 damages to the rest of the enemies.
Photonic Blast
This card cannot combo with Honed Technique, but Deft Focus makes this card 2 cost 5 damage and draw 1 card, equivalent to 1 cost 5 damage helps fill the damage gap for 1 round kill.
Keep Up the Pressure
This card combo with hero basic THW to ensure that you have the key card for lethal damage.
Nick Fury
- This ally combo with Energy Absorption easily helps you draw 3 cards to put support & upgrades into play in the initial stage or provide more draws in the lethal stage.
- Sometimes when you are in alter-ego form and the villain deals a minion as an encounter card, you can use Nick Fury kills the minion without changing the form, so, it helps you play Hall of Heroes in the same round.
Energy Channel
This card in this build would be most likely spent as a resource to active Honed Technique. However, if this card left over in hand at the end of the round, it's still playable and used to remove toughness, or fill the damage gap.
Enhanced Reflexes
This card could be a low priority to play, but could be very useful by spending its token for hero ability, with 1 free draw and 1 heal for the next 3 rounds.
Soaring Acrobatics
This is another low-priority card. However, it helps to remove 3 hit-point minions with one hero basic attack in the initial stage when lack of resources, or remove 3 threat side schemes with just hero basic THW. We don't have cards to ready the hero, and we also need to change to alter-ego to heal, so, this card does not be effective in every single round.
Aggression and OTK decks are just fun to play! I'm open to any discussions and suggestions!