Card draw simulator
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None. Self-made deck here. |
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Turbowombat · 102
"Wars are fought with weapons but they are won by men. We are going to win this war because we have the best.. men... And because they're going to get better."
-Colonel Phillips
I try to build decks for synergy and value. So here I plan to use every part of the buffalo and get as much value as I can out of Steve Rogers traits and abilities.
Mighty Avengers is an excellent trait-locked card that wants ally activations. It doesn't care about the existing stat-line, just adds one production to every activation. So how can we get more of those quickly? Well if we go for allies with lots of hit points, that gets expensive and inefficient. If we use several smaller allies over multiple turns, we can get similar hit points with multiple discounts from living legend. Plus multiple allies can activate at the same time, so no need for anything like Command Team to get that value out faster. A small ally blocking also wastes fewer future activations. But more importantly, several small allies opens us up to another major synergy: Team Training. Put together Mighty Avengers, Team Training, and Living Legend and..
"Maybe what we need now is a little guy."
Now the question is, for the late game, what cards synergize with lots of allies? And let's not forget All-Day. What we're really asking here is what cards like lots of Activations? Clearly, Lead from the Front is our late game push card. Thanks to the low cost allies and lots of resources from super soldier serum, we can frequently get an ally out, and an all day activation, on the same turn we use lead from the front, unlike Avengers Assemble!, leading to some pretty wild turns even in the mid game.
Honorary Avenger is there so you don't lose MA when going to Alter Ego, which you'll want to do a lot for Living Legend. 2 copies helps you get to it faster and also provides a second copy for Sharon.
Just so we're clear, Wonder Man thwarts in this deck. Let Mighty Avengers do the work for you, don't waste resources.
2 copies each of MA and TT because they're too essential to wait on. Mission Leader and Build Support help us consistently get the cards we need.
I've tested this deck 2-handed against Expert Red Skull alongside a lightly modified Bucky Barnes precon and won handily. The ability to switch between Thwarting and Damage on a dime is what makes Leadership such a good aspect.
Try it for yourself. You'll never want to pay full price for an ally again.