Nightcrawler - Why do boats float?

Card draw simulator

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Letterdenma · 233

Very good! And what else floats?

So, logically...

...

Logically, we need to take the Gunboat Diplomacy and confusion lock Nightcrawler decks and bash them together, because both modules fit in under 40 cards so you may as well. Kurt's a good fit for both archetypes as - instead of chump blocking - he's mitigating villain damage with Bamfs then beginning the turn with himself and allies ready, leaving them free to tap for Diplomacy or Upside the Head. Then, the confusion lets you flip down and heal once enough damage has slipped past your 3DEF blocks - but you can leave it on for Float Like a Butterfly purposes most of the time. Stunning with Upside the Head and doing damage with Sonic Rifle aren't the worst things in the world, after all.

The trick is to not over-invest in either strat. There's no desperately squeezing in Mission Training, because it turns out that 'only' Gunboating for four or five is perfectly fine. And forget readying our allies with Game Time to attack multiple times per turn with bonus Float damage - that would add more moving parts to a deck that already does everything well enough.

That goes for the conflict between the two strats, as well. Yes, every ally you tap for Gunboat isn't attacking for +1 Butterfly damage (though if there are multiple confused minions out there...). But you only have three copies of Gunboat per deck cycle, and Vigilante Training falls under the "don't over-invest" mantra above.

It's also worth remembering that a lot of your direct interactions with the villain will be via Kurt's own cards. While he's reasonably self-sustaining, you're looking at some ER bleed between the Bamfs, Tally Ho!s and whatnot. This makes getting Deft Focus and The X-Jet down a priority.

Ally selection is the deck's main opportunity cost. In the interest (again) of fewer moving parts I've gone primarily for yellow X-Forcers, who aren't necessarily the most inspiring bunch. One Way or Another makes early Gunboat availability a little too important to depend 100% on Children of the Atom for your ally turrets in my experience, but YMMV. Hope is obviously valuable as a wildcard, with the added bonus that all Kurt's events and his tail are Superpowers.

(Feel free to swap Banshee for Chamber (who I don't own), but bear in mind that 'shee enables Float bonuses against minions too.)

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