Card draw simulator
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None. Self-made deck here. |
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Fraze311 · 61
The focus of this deck is to play Adaptive Plumage (AP) and Razor Dive (RD) as much as possible. Why? Because one does moderate damage and stuns an enemy or removes threat and confuses. The other hits like a truck with piercing and overkill. The goal is to play at least one of RD or AP each turn. How do we do this? Lots of card draw, deck manipulation and resource generation.
Card Draw supports the cost of playing AP and RD, and helps you get each card in your hand. To generate the card draw this deck requires, you'll want to switch forms often, taking advantage of Worthington Industries while in alter-ego and Angel's ability. In addition, Clear the Area, One Way or Another, Avengers Mansion, X-Mansion and Skilled Investigator provide plenty of card draw.
Deck manipulation ensures you're able to frequently draw AP or AD or retain them in your hand from turn to turn. Worthington Industries consistently allows you to shuffle an arial card into your deck from your discard. Mutant Education allows you to shuffle both AP and AD into your deck during one turn in AE. When you use Avian Anatomy to play an arial event, you're able to return it to your hand (added bonus of drawing one card if you played the arial event while you're Angel). A lesser extent of deck manipulation includes playing Hope Summers to find Techno-Organic Wings in your deck and adding it to your hand. If you're built out with card draw and resource generators, one of my favorite combos is to play AP with Avian Anatomy, and return AP to your hand. Change forms to Archangel and use AP again. By playing AP twice, once while Angel and another while Archangel, you will remove a total of 3 threat, draw a card, confuse an enemy, deal 4 and stun that enemy and deal an additional 3 damage. This combo will allow you two turns while the enemy is stunned and confused to focus on damage or thwarting then flip down to alter-ego without worrying about a large amount of threat being added to the main scheme.
Resource generation is necessary with this deck because AP and RD cost three resources each. In addition, 12/40 of the cards cost 3 or 4 resources. With a lot of card draw, you'll naturally have more resources to play the cards in your hand. In addition, Energy, Genius, Strength and The Power of Flight are included to help pay for the costly cards. You can consider Techno-Organic Wings a cost reducer while you're Archangel as well.
The Board should be pretty well controlled with this deck. Changing forms will help deal with pesky minions and removing threat, sometimes on the same player phase. When you're Archangel, take advantage of dealing additional damage with his ability when you play any arial event, especially RD and AP. Smaller amounts of damage to help with board control can be done by changing forms to Archangel with Metamorphosis, Archangel's basic ATK and your allies, Captain Britain, Daredevil and Hope Summers. Threat removal is best done while you're Angel due to his basic THW of 2 (or 3 if Heroic Intuition is in play) combined with Techno-Organic Wings allows you to remove 4-6 threat from multiple schemes. Agile Flight, Clear the Area and Natural Flight also help keep the threat at a reasonable level. Personally, I also enjoy the extra security Under Surveillance provides.
Another of my favorite combos is playing RD while you're Archangel to deal 6 damage with piercing and overkill, then an additional 3 with his ability. Flip down to Angel and remove two or three threat twice using Techno-Organic Wings to ready Angel. Then use Metamorphosis to change back to Archangel, dealing 3 additional damage. If Psylocke is in play, then ready Archangel back up and use his basic ATK to do two more damage.
At the beginning of the game, mulligan hard for Worthington Industries, Techno-Organic Wings and AP. I would mulligan for AP over RD at the beginning of the game because you can stun or confuse the villain giving you an extra turn to build out your upgrades and supports.