Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
Idirian · 138
Falcon is a tempo hero who wins by flooding the board with Aerial allies, then turning that board into:
wide damage efficient thwarting constant chip damage ally recursion team support
Your deck is tuned to maintain 3–5 allies and leverage Air Supremacy as a board‑wipe engine.
Mulligan Conditions
Top‑Tier Mulligan Targets
These are the cards that define your setup:
Face the Past Aerial Recon Falcon’s Flock Team‑Building Exercise Quincarrier Helicarrier
Falcon already has Aerial, so you’re not digging for Aerial access — you’re digging for engine pieces.
Second‑Tier Mulligan Targets
Keep these only if you already have an engine piece:
Cloud 9 Vivian Redwing Aero Hugin & Munin Flight Squadron
Hard Mulligan Away
These are mid‑game cards:
Air Supremacy Bird of Prey Bird’s‑Eye View Up, Up, and Away Spectrum
Early Game (Turns 1–3) — Build Your Engine
- Use Face the Past immediately
Fetch whichever of these you’re missing:
- Aerial Recon (best early engine)
- Falcon’s Flock (if you already have Recon)
- Aerial Evacuation (if you expect early ally churn)
Face the Past is your consistency tool — use it aggressively.
- Play your economy
Your deck wants to play multiple allies per turn later. Prioritize:
Team‑Building Exercise Helicarrier Quincarrier
- Play your first ally
Best early allies:
Cloud 9 (cheap, Aerial, immediate value) Vivian (turns off nasty attachments/supports) Redwing (card draw + minion control)
- Flip to hero early
Falcon wants to be in hero form because:
he’s already Aerial his statline is efficient his events are online immediately his allies want to start working
Unless the villain is extremely punishing, flip turn 1.
Mid Game (Turns 4–8) — Build the Flock + Control the Board
- Flood the board with Aerial allies
Your deck is built to maintain 3–5 allies.
Key cards:
Falcon’s Flock Flight Squadron Cloud 9 / Aero / Cannonball Hugin & Munin Vivian
Your allies are your engine.
- Use Air Supremacy to wipe minions
This is your signature move.
With 3–4 Aerial allies:
Air Supremacy deals 3–4 damage to each minion It often clears the entire board It protects squishier teammates It keeps the villain from snowballing
This is why you don’t play it early — it scales with your board.
- Use Bird’s‑Eye View for efficient thwarting
This card is absurdly efficient:
2 cost 4 thwart Aerial requirement is always met
Use it to:
clear side schemes stabilize the main scheme support Justice players
- Use Up, Up, and Away for tempo pivots
This is your “I need to do something big this turn” card.
Use it when you need to:
thwart AND attack help a teammate pivot roles mid‑turn
- Keep your allies alive
Your allies are your win condition.
Use:
Microweave Draw Their Fire
These help you:
redirect damage protect key allies maintain your board
Late Game (Turns 9+) — The Air Supremacy Engine
Once you have:
3–5 Aerial allies Falcon’s Flock 1–2 resource supports
You enter your endgame loop.
Your win pattern becomes:
- Play an Aerial ally
- Trigger Cloud 9 / Aero / Cannonball / Redwing value
- Use Air Supremacy to wipe minions
- Use Bird’s‑Eye View to clear schemes
- Use Up, Up, and Away to pivot damage
- Use Falcon’s Flock to recur allies
- Repeat
This creates:
constant minion control constant thwarting constant chip damage constant ally presence
You become the tempo backbone of the entire table.
Multiplayer Role (Especially in 4‑Player)
Falcon’s job is to:
clear minions soften the villain support the team with resources maintain ally presence keep the board stable provide wide damage
He is NOT:
the tank the main DPS the main thwarter
He is the tempo engine that makes everyone else better.
Quick Reference Summary
Mulligan For
Face the Past Aerial Recon Falcon’s Flock Team‑Building Exercise Quincarrier / Helicarrier
Early Game
Use Face the Past Build economy Play first ally Flip early
Mid Game
Flood allies Use Air Supremacy to wipe minions Use Bird’s‑Eye View for efficient thwarting Keep allies alive
Late Game
Loop Aerial allies Recur with Falcon’s Flock Maintain 3–5 allies Control the entire board