Card draw simulator
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None. Self-made deck here. |
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Goatzilla · 304
Being such a smooth talker, Peter Quill has actually convinced the x-men and x-force characters to join him on Knowhere. What could go wrong, right?
Star-Lord's ability to give the Guardian trait to all of his allies is really good. His Leader of the Guardians title makes his ability even better since all of his allies get +1 THW. Take makes place for tons of excellent combos.
This deck uses the Children of the Atom and Gunboat Diplomacy combo and adds the Leader of the Guardians's +1 THW to the combo. Also, I have built this deck keeping in mind I wanted to thin it out as much as I could for two reasons:
- To reshuffle Gunboat Diplomacy and his allies faster
- To take advantage of the extra encounter card effect on his Helmet, Boots and identity-specific events.
Your priorities when the game starts:
- Children of the Atom ASAP so that the combo can take place (that's why there are two of them)
- Leader of the Guardians, because the sooner you have it, the more your can take advantage of the extra threat removal and damage dealing.
- This is the reason I have included Superpower Training. It also helps for thinning the deck.
- Star-Lord's Helmet because you will use Star-Lord's what could go wrong? ability, and for the next point.
- Build Support to get IPAC. This card is really good with Star-Lord because not only will you draw 2 cards, but the encounter card will give you +1 hand size because of the Helmet.
- Specialized Training will be useful afterwards. Choosing Surveillance Specialist, you will have +1 THW, which is good for Gunboat, and if you don't have that event in hand, you will be able to draw a card.
There are 9 allies in here, but you should only play 8, using Nova Prime for emergencies only. This card will most likely be discarded for his Guns. Those allies are eligible for the Bad Boy Gunboat ride.
Having Knowhere and Utopia, you will have a 5 ally limit. If you reach that limit, you would theoretically be able to play all three Gunboat Diplomacy cards in a single round. They also give you a card draw and a ready each time you play an ally, which is excellent!
It's the first deck in which i used Lay the Trap. I Don't like that PSS much, but in this deck, it gives a big bang paired with Gunboat and it thins the deck more.
I have included Sense of Justice as the only resource generator. It's not a card that is crucial to the deck, but it pays for Gunboat and that leaves you a resource in hand to pay for your Gun's action cost.
When fully activated, you will have 17 cards in play (5 of those being allies) and 4 cards in the victory display. This leaves 19 cards in the deck. You will have a minimum of 8 cards in hand per round if you activate IPAC, more cards if you use what could go wrong? and/or Daring Escape. You can empty your deck in about 2 turns, maximizing your chances to play Gunboat. Plus, the penalty of having an encounter card is not really a penalty for Quill.
I have decided not to include Mission Training, which is interesting, but it would've diluted the deck and let's face it, you will have enough THW as it is to wipe out anything in front of you.