Card draw simulator
Derived from |
---|
None. Self-made deck here. |
Inspiration for |
---|
None yet |
Castlefrank47 · 1389
Drax can be tough to play, he's got a small hand size and his thwart game is not strong. He wants to be attacked by the villain to build his vengeance counters boosting his attack as well as once he's at 3 counters generate card draw. This is a dangerous game to play even with his 14 health. How are we going to rapidly build his counters while not dying to damage?
By Taunting of course! Taunt has been used for Drax to build his counters but what if there was a way to do this and not take damage? Enter "Come Get Me, Bub!" which has you discard until a minion comes out, then he heals 3 and gets a tough status. So draw the minion out, taunt the villain into attacking your tough with either taunt or "Fight Me, Coward!" and profit.
At max vengeance counters, taunt will now get you 4 cards and fight me will get you 2. With Drax's Knife out and 3 vengeance counters he will be sitting at 5 attack which is enough to one shot most minions that are going to come out. With a Knife Leap we can even get through minions with tough and deal some overkill damage.
The goal is to stay in hero form for pretty much the entirety of the game to keep our vengeance counters at max. Not only does this boost his attack and generate much needed card draw but it makes his other events even stronger. Intimidation can be 5 threat removal for 1 cost, Payback can be 5 damage dealt back to an attacking enemy and Parry can negate hits from even the hardest hitting villains.
To keep from having to flip, there are a lot of ways to heal/avoid damage in here:
Come get me provides 3 health and a tough
Shake it Off can be played after taking damage and gives Drax a tough.
Mantis can heal Drax and we also have Med Team to keep her on the board even longer.
Render Medical Aid can heal both Drax and allies, the only one we really want to heal is Mantis.
What Doesn't Kill Me provides 2 heal and a ready for our taunting machine.
Forcefield Generator prevents 6 damage which can typically stop 2 villain attacks. With our access to toughs and parry, this can be kept out even longer allowing you to go several turns taking no damage but still profiting from his vengeance counters.
Northstar doesn't provide healing but he can negate boost icons for you which softens the blow of those villain attacks we so desperately crave.
The card draw gets pretty crazy in this deck once we've got Drax up and running. We also have the Starhawk loop in this deck which allows Drax to have a consistent ally for thwart/damage. To do this, Starhawk goes back to your hand when he takes damage equal to his last hit point. So if you attacked last turn with him, thwart this turn and he will go back to hand or vice versa.
For example with Dwi Theet out, Drax at max counters, a taunt in hand, starhawk and Knowhere out here's how a turn can look:
Villain attacks which generates in a card draw for you, now starting your turn with 5 cards.
Play come get me to bring out a minion heal 3 and get a tough.
Play taunt and let the villain hit your tough resulting in no damage, you get 3 cards from taunt and another from his vengeance counters putting you at 7 cards.
Use Starhawk's activation to bounce him back to hand, then play him again drawing a card from knowhere. This still leaves you with 5 cards in hand if Starhawk was played with 2 resources and not a double.
Attack the minion which generates another card draw from DWI and if you had knife leap in hand your attack will be at 10 and any overkill will hit the villain.
This would still leave you with 5 or 6 cards in hand allowing you to play another ally or one or some of Drax's events.
I have had turn one's where Drax is already at max vengeance counters BEFORE the villain phase due to drawing taunts and fight me coward early.
The rest of the deck:
Jocasta is in here to grab Parry for you from discard allowing more plays of it. The 2 thwart they bring is really nice for Drax also.
Brother Voodoo can grab an event from your top 5 of the deck once he is played. This is really great to grab a parry for the villain phase, an intimidation to remove threat or knife leap to take out a beefy minion.
Rocket Raccoon provides solid thwart and also has some synergy with minions as he gains +3 attack when he attacks one.
Unshakable gives Drax steady which helps avoid dead turns due to being stunned.
Superpower Training is here to get DWI online quicker and then his knife is we already have DWI out.
Face the Past is great for Drax as it gives him much needed card draw. His nemesis does hit hard but he's pretty easy to take out especially if he's at max vengeance counters.
Overall I really enjoy this deck and have run through a number of scenarios with it. It allows Drax to do what he wants which is attack and be attacked, we have allies to help with threat since Drax can't be bothered to thwart and we have numerous ways of mitigating damage, avoiding it altogether or healing it back.
I'd love to hear any experiences or feedback on the deck!
Don't forget to taunt the villain as you mercilessly beat them down!