Card draw simulator
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None. Self-made deck here. |
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None yet |
SortofBoard · 68
Jessica and Carol are BFFFs so I figured I’d make a couple of decks to really show that off using Jess’s ability to dip into multiple aspects. Got two decks that do similar things, the other will be linked below so please try them both out.
Carol’s ability to draw you a card whenever she attacks or thwarts may be one of the most powerful signature ally abilities. That alone is a reason to include Leadership cards in your Spiderwoman build. This deck is a little more reactionary with all the Green we’ve included so we need to get Change of Fortune our to enable our damaging response events to trigger during the villain phase. The sooner we can get that out the better. Mission Leader is in here simply because it’s useful in multiplayer, feel free to take it out if you’re running solo. If you remove it, the safest picks to even the deck out is taking away one of the Protection events. You want to leave Brother Voodoo to help look for stuff to add to your hand when you may need it.
We’re gonna try and buff up Captain Marvel’s usefulness with Sidekick, Inspired, and Command Team. We don’t want to go all out with readying her back up each turn because we want to hold onto her as long as possible. While recovering is still a good way to keep Carol’s hp up, we are also running two copies of Med Team so we aren’t under quite as much pressure to flip down as often. We also have Mighty Avengers to buff her and our other allies up and make each of their activations a little more impactful. Suit Up and Side-by-Side are just keep parts of any Sidekick build, but Side by Side give double the impact to Spider-Woman since it could as an aspect card for the stat boost, so it can effective be a +2/+2 to her. Because of the extra security Med Team gets us for keeping Captain Marvel active, I included Sky Cycle and Power Gloves to give her a little more bang for her buck.
Counter-Punch, Powerful Punch, and Riposte are all there to give you stuff to do in the villain phase. Counter punch is especially good after an already good turn because you can get in an extra 4 or 5 damage very easily. Powerful Punch is useful since you don’t have to exhaust to use it. There is likely a world where "Come Get Me, Bub!" is included in this deck over the Med Teams to make sure you have more minions to take out. I didn’t include that before I really wanted to get the most out of Carol, but you can make that switch if you want to.
Hope Summers is here just to fetch some superpower cards whenever she hits the table since most of Jess’s tools are superpowers and so of course we also have Deft Focus to make those cheaper and easier to activate.
Like all sidekick decks, your Mulligan priorities are either Suit Up or your signature ally. In this one, I would say it might be worth holding onto a Mission Leader or Change of Fortune to get your card draw engine going faster. I wouldn’t throw away your Finesse upgrades if they are in your first hand since those definitely make your life a lot easier as well.
Have fun celebrating Jess and Carol’s friendship with this one and have them both beat the crap out of evil doers together.
Other deck: https://marvelcdb.com/decklist/view/45395/jess-and-carol-best-friends-1.0