Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
Beepers · 7
Deck Strategy:
Contrary to decks like Quicksilver, SP/DR and X-23 that prioritize the hero, this prioritizes infrastructure, quickly building out SHIELD assets and using Fitz & Simmons to find & discount Tech upgrades.
SHIELD infrastructure both thins out the deck and gives more targets for Homeland Intervention which, by mid game, should be firing for 6 Thwart at least every other turn, aided by Vigilante Training reshuffles.
The Tech infrastructure meanwhile lubricates War Machine, making it easier and cheaper for him to use his Events and ammo counters.
1 Skilled Investigator is included for each of us to take advantage of my ability to clear Side Schemes, which will be made a bit denser in the Encounter deck if I have a few minions locked up in The Raft.
For Nick:
- Look at Player Side Schemes in Neutral/Blue/Yellow that we might like, ideally ones that cost a multiple of 6 (for easier Homeland Intervention clearing). I've never liked PSS but their cost is offset by Skilled Investigator enough to where they are worth a second look.
- If your ability to Thwart is weak, consider putting 1x Cell Phone in your deck so that you can call one of my Allies to clear a Side Quest and trigger Skilled Investigator for both of us when you are 1st player. I am unlikely to let Coulson or Agent 13 die (since they can be targets of Homeland intervention) so they can be called on their cell in a pinch. Conversely, if your ability to Thwart is strong, I might put a cell phone in my own deck for the same reason.
For Me:
Consider Adding,
Mocking Bird, 3 cost Shield Stun Monica Chang /w 3x Surv. Team