Card draw simulator
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None. Self-made deck here. |
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Footballcoach · 170
This works well as a solo deck, but I designed it to be played duo or multiplayer. Because Quick-pool puts out decent thwart and great damage, the best partner is one that can defend the villain's attack against you.
I've been playing it alongside A Storm Denied (https://marvelcdb.com/decklist/view/48799/a-storm-defied-1.0), which I also designed to compliment this deck. However anyone who can cover defense for you while you set up will work. Bonus points if you can convince them to give you Unflappable, Dauntless, Electrostatic Armor, and Change of Fortune.
When You Want To Thwart
Or perhaps you are contractually obligated to do so because you put 1-2 acceleration icons on the table to ramp your power.
- Quicksilver's base thwart is 1
- Hyper Perception increases this to 2
- Symbiote Suit increases this to 3
- Maximum Velocity increases this further to 5
- If thwarting multiple times for 5 doesn't make the other players happy, you can occasionally augment this with Double Time and "I Got This"
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When You Want To Attack
And who doesn't? The other players will be pleased with you sweeping the minions from the board and tearing into the Villain
- Quicksilver's base attack is 1
- Reinforced Sinew increases this to 2
- Symbiote Suit increases this further to 3
- Laser Swords can increase it up to 7 (depending on how many icons are out there)
- Combat Specialist increases this further to 8, if you can convince the other players to let you have it.
- Maximum Velocity boosts it up to 10
- lastly, if you can manage to gank the Anti-Regeneration Ray, your attack increases to a whopping 11.
When You Want to Ready
Quicksilver is the readiest hero in the game. Thor, Hulk, and Sp//dr have Limitless Stamina, which is nice, but it's not baked into their kit. And while many heroes have capes that ready them (If Caleb grace reads this, I find this amusing and think you're a great designer), Quicksilver readies once per phase for free, and using his other methods of readying, you'll be impacting the board 3 times per turn or more with basic activations.
- Always Be Running can ready you again as many times as you can play it
- Stick-To-Itiveness can ready you once for free (no more worrying about going into the player phase exhausted) and Friction Resistance can pay for it
When You Want To Draw Cards
Cards in a card game are good, and the more cards you have, the more you're going to draw into the excellent and powerful Always Be Running and Maximum Velocity. Incidentally, these should be your targets for Serval Industries anytime you flip down.
- Symbiote Suit increases your hand size by one
- Combat Specialist will draw a card when you attack
- alternatively, you could also grab Defense Specialist to draw a card for once-per-Villain-phase free defending while boosting your natural defense
- Lastly, here's the "Friends with Benefits" portion (I know you were waiting for me to get here). Dreadpool doesn't have to be an annoying enemy. Quick-pool can basic defend for much more than he attacks for. If your friends gifted you Unflappable, you can draw another card when he tries (and fails) to hit you. If you've been given Electrostatic Armor and Dauntless and Change of Fortune, you can even kill Dreadpool and draw 2 more cards. Then he's dealt back to you as an encounter card, so you can repeat this cycle next turn.
- Because Dreadpool has 3 health, you will have to damage him for 1. I usually accomplish this with Bob, Agent of Hydra or better yet Headpool (becasue then Dreadpool will attack another or the Villain for 2 damage)
When You Want Flexibility
- Endurance and Symbiote Suit will increase Quick-pool's maximum health to a whopping 23. That's almost matching some Villains in their 1st or 2nd form
- Healing Factor heals you for 2 at the beginning of ever player phase.
- Plot Convenience can let you stick a 'Pool card and save it for later. Alternatively, other players can do this too, and I've included an extra copy of Healing Factor that someone else can appropriate off Plot convenience.
- Acceleration icons on Bob, Agent of Hydra and Kidpool are preferable because they're relatively low impact as long as your team prioritizes the main scheme. You really only need one of these two, and Kidpool has built-in piercing.
- Amplify icon on Headpool, also not too bad as long as people are appreciating the Villain's swings/schemes
- Only one Hazard icon on Symbiote Suit, because it's the most difficult to deal with.
- With these three icons out on the table, "I Got This" becomes a very valuable play (Thwart 2, ready an ally, draw a card). Headpool is usually my ready-choice.
- Lots of resources to pay for things with. Friction Resistance readies every time you do and can act as a subsidy to other upgrades and supports.
- Deft Focus is, of course, very valuable in Quicksilver's kit
- Mockingbird and Ironheart act as blockers for you.
- Try not to overreach by playing too many icons down before you have the Laser Swords to benefit from them. You'll just make life difficult for yourself and everyone else. I rarely play Live Dangerously unless I have it in hand on the turn we're going for the kill.
- Hope you have fun with this! When the Villain hits "00" I feel dopamine. Take it to the Con and Tell them Footballcoach sent you.
Holy cow what a mess. Can any of you CBD vets tell me why (nl) is failing to properly organize my write up, or why my hashtag links are broken?