Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
CaptainJin · 462

Nine Lives, Zero Mercy is an Aggression Tigra deck built around one idea: turn the board state into fuel. Instead of avoiding minions, this deck actively seeks them out, draws an absurd number of cards, and converts that advantage into relentless pressure on the villain. It’s aggressive, resource-hungry, and unapologetically violent, which is exactly how Tigra wants to play.
This deck thrives when the board is crowded, Tigra is fully built, and the villain is being chipped down while their minions are systematically culled.
Core Strategy
The core plan is to intentionally flood the board with minions, then turn that chaos into card draw, resources, and damage.
Early on, cards like Angela, Moon Knight, and Hunted are used to deliberately increase the number of minions in play. Once you’ve built up to three or four minions, "Bring It!" becomes the engine that kickstarts the entire deck, refilling your hand and letting you explode onto the table.
That card advantage is immediately converted into:
- Long-term economy (Avengers Mansion, Helicarrier, Quincarrier)
- Extra draw and resources (Hall of Heroes, Cat's Head Amulet)
- A fully upgraded Tigra ready to dominate combat
Once Tigra is built, the deck shifts from setup into attrition control, using efficient attacks and excess damage to keep minions manageable while steadily bleeding the villain.
Mulligan
You should mulligan very aggressively. This deck lives or dies by its opening turns.
Your ideal opening hand contains:
- "Bring It!" – the single most important card in the deck
- Angela or Moon Knight – reliable early minion generation and a decent ally for 0 to 1 resources
- Hunted – accelerates the deck’s plan immediately
Secondary keeps if the above are already present:
Do not keep upgrades or situational cards. Tigra’s power spike comes later. The opening turns are about setting the trap, not springing it.
Early Game
The early game is all about manufacturing the board state you want.
Use Angela, Moon Knight, and Hunted to get multiple minions into play as quickly as possible.
Once you hit three or more minions, fire off "Bring It!" to refill your hand.
Use that draw to start deploying your engine cards: Avengers Mansion, Helicarrier, Quincarrier, Hall of Heroes, and Cat's Head Amulet.
Do not worry about taking some damage early. Between allies, stuns, and Tigra’s natural survivability, you can afford to stay in hero form and absorb pressure while your setup comes online.
Mid Game
This is where the deck truly comes alive.
By the mid game, you should be:
- Drawing extra cards every round
- Generating surplus resources
- Staying in hero form almost permanently
Start building Tigra with:
With multiple minions engaged, Tooth and Claw often costs one or zero resources, making it an extremely efficient way to control the board while pushing damage onto the villain. Excess damage from cards like Marked and Sharp Claws allows you to clean up minions without losing momentum.
Allies play a key control role here:
- Spider-Girl and Mockingbird provide crucial stuns
- Throg soaks damage and buys time
- Nick Fury should now be played as an ally rather than a resource, especially when triggering Hall of Heroes
Late Game
By the late game, Tigra should be fully upgraded and the villain steadily worn down. Minions are no longer a threat; they’re a resource. Marked and Suppressing Fire are used situationally to maintain tempo and survivability. Tigra attacks every turn, often multiple times by utilizing Hunted minions and Battle Fury, while allies absorb retaliation.
Threat control is the deck’s biggest weakness, but it’s managed through:
- Staying in hero form to prevent scheming
- Efficient minion removal
- Timely use of War Room, allies, and Feline Senses
If the game goes long, Tigra’s survivability and control tools allow her to grind the villain down while never relinquishing control of the board.
Conclusion
Nine Lives, Zero Mercy is a high-pressure Aggression deck that flips conventional wisdom on its head. Instead of fearing minions, it welcomes them, weaponising the board state to fuel overwhelming card draw and sustained damage.
It rewards confident play, aggressive mulligans, and a willingness to stay in hero form for the entire game. If you enjoy decks that snowball hard and turn chaos into control, Tigra is more than ready to hunt.
The streets will be messy. The villain won’t survive.