Supernova

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet

Levati · 530

How would you like to deal several hundred damage in one turn?

A kind commenter described my Bishop deck as "a go-cart filled with rocket fuel" and I think this deck might steal that title.

EDIT:

  • Symbiote Suit and Specialised training
  • 2 The Power In All Of Us It was just too slow to try to go for those extra +1 ATK buffs, and the hazard icon on symbiote suit meant you had less time to build up before you lost.

This deck stores up power over several turns before unleashing it in one mega-turn that kills all minions, all side schemes, all bosses and all of their hopes and dreams. The core combo is having Sidekick on Ms. Marvel and spamming Side-by-Side with Unleash Nova Force on and a bunch of ATK and THW boosts on to deal gigatons of damage and thwarting in one turn.

The build-up

You want the following things on the table, in descending order of priority:

  1. (Of course, Supernova Helmet is mandatory, but that is basically guaranteed from setup, unless you were forced to discard it.)
  2. Ms. Marvel is mandatory
  3. Sidekick is mandatory
  4. Symbiote Suit
  5. Combat Specialist
  6. Adrenaline Rush
  7. R&D Facility
  8. Enhanced Awareness / Enhanced Physique / Enhanced Reflexes

You can use up all uses except the last on the multiple-use ones along the way. Since they all exhaust when used, you can't use more than the last pop per card in your big turn anyway. How greedy you can be in prioritising set up vs dealing with pressure from the villain, minions and schemes depends on your friends (this is not a great solo deck, unless the villain is slow to get up to speed too). The greedier you can get away with being, the better. Making that call is the hardest part of piloting this deck. Having friends that keep the main scheme under control, defend you from the villain's attacks and deal with whatever side schemes and minions you can't afford to let stay until the big turn is great. They do not need to hurt the villain at all. That is your job. Incidentally, my Bishop deck is quite a good fit for the job :)

Do not use Ms. Marvel at all until the big turn unless you have Side-kick in her already and are planning to REC. When you are closing in on the big turn, try to keep your Connections to the Worldmind in hand.

The Big Turn

  1. Play Unleash Nova Force, paying with your Helmet.
  2. Use all R&D Facility and Adrenaline Rush you have.
  3. Attack/thwart with Ms. Marvel once (this is because readying her is a cost to play Side-by-Side. If she can nudge a minion or scheme from being out of reach of being finished by 1 basic attack/thwart (remember that, in a while, you will get +3/+3 from repeated uses of Side-by-Side), do that, otherwise attack the villain.
  4. If there is an enemy or scheme you could finish off with a basic attack/thwart, do it. Remember to ready yourself, your Helmet and to draw a card. If not, go to 6.
  5. If there is some encounter card (or Blackout or Tic-Tac-Toe given to you via Plot Convenience) you could dump your Helmet resource on without spending a single other resource of yours, do it. Go to 4.
  6. Attack the villain. Remember to ready your Helmet.
  7. Play Side-by-Side, paying with your Helmet and 1 anything. If Ms. Marvel has 2 hp or more remaining, choose to get +1/+1, otherwise choose to heal. Return it using Ms. Marvel's ability. Go to 4.

Repeat this until you are out of things to finish off and out of resources to play more Side-by-Side. Most likely, you will finish all minions, all schemes, the villain and start counting overkill long before you run out. Our last game, this deck finished both stages of the villain (minus 2 damage), all minions and schemes and overkilled by ~180 damage. It did not have all the upgrades out yet. Do note that it is not worth playing any Lightspeed Flight or Pot Shot in the big turn, because every single resource of yours can be spent on getting one more basic attack using Side-by-Side, which is, depending on your buffs, up to 12 damage.

Theoretical maximum, if you are curious

Assumptions:

  1. You have all the upgrades and R&D Facilities out and two Connection to the Worldmind in hand
  2. You started the big turn in alter-ego
  3. Ms. Marvel does not attack the villain with her initial attack
  4. You did not have anything to dump leftover Helmet resources on

You will attack the villain for: 7 (first attack), before any +1/+1 from Side-by-Side +8 (second attack) +9 (third attack) +10x (fourth attack onwards), where x is 13 (see below) + the number of things you finished off. So you deal 154 + 10[the number of things you finished off] damage to the villain.

14 = Hand size 6 - 2 for Side-by-Side and Unleash Nova Force + 2 from Connections to the Worldmind + 9 from the "Enhanced" upgrades - 3 for the first three attacks +1 for the card draw off of Jesse Alexander.

Considerations

You could technically have 3 Assess the Situation and play them all on the turn before the big one, but you would really just be increasing your overkill and collecting them all for the big turn would have far too steep opportunity costs in the turns leading up to it.

R&D Facility is pretty damn expensive for a +1/+1 on the big turn. If you can get two Enhanced upgrades out instead of one of these, do it (because maths).

You could run more Suit Up if you wanted to finish the mandatory setup quicker and just run a big turn with what you have at that point. Against a very fast villain or with friends that can't cover your ass that well while you set up, that might be worth it. The downside is that they become dead draws after the first. Side note: it is normally hard to play the ally and the upgrade in the same turn you use Suit Up, but thanks to our Enhanced upgrades, it's usually easy.

You could run some combination of Lead from the Front, Morale Boost and Moxie to have an even bigger buff on the big day, but those are events, not upgrades. It is not worth the opportunity cost to hog them in your hand until the big turn, they would be dead draws on every turn but the big one, and even playing them on the final turn is not _that _great a damage increase over simply using that card to ready and attack again. Put differently, the deck as it stands deals enough damage by a very large margin, and the trick is getting to the big turn fast enough, not dealing even more damage on the big turn. Also, I don't know what you'd cut for those events.

You technically only need 1 Side-by-Side, since it is repeatable and an extra copy on the big turn won't be any better than having any other card there to pay for reusing the first copy. But to avoid having to either keep the single copy in your hand forever once you find it (and all the opportunity costs that incurs) or having to dig for the one copy once you have enough set up on the table, it is better to run more copies, to ensure it shows up quickly when it's time for the big turn.

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