Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
SalTheGamerPal · 59
Intro
Yondu cometh, the day of villain reckoning is at hand!
Welcome back to my second attempt at turning an ally into a rapid-fire machine gun (see: last week's Spider-Man deck). If you thought 145 damage wasn't enough, that you wanted to attack more often with your hero, and that a 9-step combo that required 21 cards in play wasn't too convoluted, you've come to the right place!
(Shoutout to @dmiasek for calling out Agent 13, an omission in the Catling Gun list that I have included in this one!).
This time, we're taking a look at Yondu, who does not take consequential damage when he attacks. We have one goal: beef him up and go to town. Let's get into the combo!
Setup
First, here are all the cards you need in play. I've organized them by what they provide for our combo turn.
I'M MARY POPPINS, Y'ALL
1x Yondu (duh)
PUMP TO THE MOON
3x R&D Facility
1x Inspired(on Yondu)
1x Laser Blaster (on Yondu)
FREE STUFF
1x Bad Boy
PRINTING MONEY
AGAIN AND AGAIN AND AGAIN
1x Agent 13
1x Major Victory (must have 1 damage already!!)
1x C.I.T.T
3x Command Team
BONUS ROUND
2x Element Gun
GET THAT CORN OUT OF MY FACE
1x Leader of the Guardians (does nothing for the combo, but keeps a useless card out of our deck so we don't draw it)
1x Star-Lord's Helmet (same deal as above)
1x Jet Boots (^)
1x Call for Backup (If you haven't used this already)
Second, here are all the cards you need in hand (I explain how we get 13 cards in the combo section):
3x Get Ready
3x Call for Aid
2x Sliding Shot
Next, let's break down the combo. Do note that this is extremely unlikely to happen in a game, but is theoretically the damage ceiling of this deck if the stars align.
The Combo (Yondumsday)
Step 1 - Increase your hand size the previous turn with your hero ability, 2x Daring Escape, + Star-Lord's Helmet, so you have 8 cards going into the Villain phase.
Step 2 - Increase your hand size the previous turn by playing 2x Assess the Situation, so you have 10 cards going into the Villain phase.
Step 3 - Pop Bad Boy during the Villain phase to go to 12 cards in hand.
Step 4 - Activate Avengers Mansion to go to 13 cards in hand.
Step 5 - Activate 3x R&D Facility, bringing Yondu's ATK stat up to 6 with Laser Blaster + Inspired.
Step 6 - Play Blaze of Glory, using 2 of your 9 on-board resource generators, to bring Yondu up to 8 ATK, and Star-Lord up to 4 ATK.
Step 7 - Play 3x Call for Aid to burn your entire deck twice and get 3x encounter cards.
Now that we're set up, let's get down to business (to defeat the huns).
Step 8 - Attack with Agent 13, dealing 2 damage because of Leadership Skill (2 total) and readying a R&D Facility, then use that facility to bring Yondu up to 9 ATK.
Step 9 - Use 2 on-board resources (5 left) to pay for C.I.T.T to ready + attack with Agent 13 + Leadership Skill (4 dmg), readying a R&D Facility and bringing Yondu up to 10 ATK.
Step 10 - Attack with Yondu + Leadership Skill + Star-Lord (19 total damage).
Step 11 - Play 3x Get Ready and attack with Yondu 3 more times (49 dmg).
Step 12 - Activate 3x Command Team to ready and attack with Yondu 3 more times (79).
Step 13 - Attack with Major Victory (80), ready Yondu and attack (90).
Step 14 - Play Hugin & Munin with 2 on-board resources (3 left), ready Star-Lord + Yondu and attack with both (104).
Step 15 - Play 2x Daring Escape, draw the third Daring Escape and play it, attacking with Star-Lord 3 times (6 encounter cards, 116 dmg).
Step 16 - The final card you drew off the last Daring Escape is a second Sliding Shot. Use Star-Lord's ability to play one (7 encounter cards, 135 dmg), then use the final 3 on-board resources to play the other (154).
The grand total is 154 damage!
I hope you enjoyed this thought experiment, and if you ever bring this to a table (why would you?) let me know how it goes! It seems highly unlikely that you hit the perfect setup and draws to actually pull off the full theoretical damage.
Until next time,
- SalTheGamerPal
I'm a dummy and forgot 2 more resource generators to pay for the 2x Element Guns... The final number should have been +6 dmg, so 160 total... Oh well!