Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
TheDailyStrugle · 441
The pressure's on, you feel it
But you got it all, believe it
When you fall get up, oh oh
If you fall get up, eh eh
Tsamina mina zangalewa
'Cause this is Africa
This deck is all about pairing up one of the most ally-friendly heroes in the game with some of the most powerful allies in the game, the Dora Milaje.
Why this works:
- The Dora Milaje require quite a bit of setup to get going. You ideally want the Dora Milaje support and 2 of the allies out to get the full benefit. Star-Lord can afford each of these at the cost of an extra encounter card, thanks to "What could go wrong?". Combine this with Suit Up and you can consistently get the engine going early in the game.
- Star-Lord gives each of his allies the GUARDIAN trait. This allows you to give them amazing upgrades, and also means they each get +1 THW once Leader of the Guardians is in play. And with Knowhere, you get an extra ally slot and card draw each time an ally is played (which is most turns).
OK, now lets talk about how this deck handles stuff!
Damage
Let me introduce you to my friend White Wolf. His attacks take no consequential damage, making him an ideal candidate to buff stats and then Command Team for maximum activations. Give him a Laser Blaster and/or Sidearm, and use Okoye's Special ability to give him a max of 7 ATK + overkill if all the Dora Milaje cards are in play. The max I've done with him is 18 damage in one turn, using the command teams to let him take out 3 minions and deal double digit overkill damage to the villain.
Threat
This one is pretty straightforward. Get Leader of the Guardians out and Star-Lord has a 3 THW with readies in the kit thanks to Daring Escape. And each ally gets a THW boost too. Give Comms Implants to the Dora Milaje allies for more thwarting and extra activations.
Not dying
Star-Lord has only 1 DEF, and you really don't want to chump block with your big allies if you can help it. Some things you can do to stay alive are:
- Defend with Groot. He's chunky enough (especially with Team Training) to soak up an attack from many villains and stay on the table.
- Flip often and recover if you need to. Use Crew Quarters for 2 healing (at the end of one turn and start of the next). You also then benefit from the larger hand size and Peter Quill's sneaky powerful Smooth Talker ability.
- Jet Boots and Bad Boy obviously.
I've had so much fun with this deck, and it's also been crazy effective. My favorite game so far was a super thematic matchup against Expert Ronan, 2-handed alongside @KingOfRohan's Winter Soldier deck. Bucky and the Wakandans teaming up with the Guardians of the Galaxy to take down the Accuser himself, what more could you want?