Bawitdaba, Da Bomb Da Bomb!

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
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HeroicSkeleton · 5206

Watch and Learn kids, lemme show you how its done

Whats, that? You say Kid Rock is cringe. Oh....Well you know what isn't cringe? Dropping Da Bomb with Echo's Katana for 16+ damage, then doing it again next turn with Photographic Reflexes for only 4 cost!

Setting this all up isn't too hard. We've got Superpower Training in case you don't draw her Katana early, and to tutor the event we've got her Alter Ego ability and Study the Tape.

To help pay the 6 cost to play from hand, there's 6 double (or triple) resources, Daredevil, American Sign Language, and Helicarrier. If all else fails, you can just tuck it under Plot Convenience for the right turn.

The Crew

The 2 Pool allies here are just my personal faves. The acceleration icon is pretty manageable and they increase the damage of Da Bomb. You might want to consider some others like Headpool, but I didn't want to add amplify or hazard icons.

Daredevil is pretty important here to reduce the cost of these expensive events. Try to only use him when you actually need his ability, otherwise just leave him out there. He enables the team-up, See No Evil, Hear No Evil, which is actually pretty good, and you can heal him with First Aid if needed.

Lockjaw is completely optional, but he's a great resource sink to play from your discard if you get flooded with resources.

Other Hits

Ok, this one might be a bit of a one hit wonder. But the rest of the tracklist is solid too. 'Pool Inspection is kinda like a mini Da Bomb, 5+ threat plus 6 damage with Katanas for 6 cost really isn't too bad. Cutupper is basically Swinging Web Kick with a stun. Insane value. Mulligans are super useful. They trigger the Katanas for 3, while still giving you a completely fresh hand after, and the hand cycling is great for those awkward turns where you get stuck with 4 or 5 Photographic Reflexes, or a hand full of resources but nothing to use them on.

Keeping topped off

Those Pool resources want you to keep your health up, but that is never an issue here. With The Rez, you can flip down and heal up 6 health with 'Pool Inspection or Da Bomb tucked, and if that somehow doesn't get you to full, you do it again next turn before flipping back up! Even using The Rez with one of the 3 cost events in this deck will keep you maxed out, and I even added Healing Factor for good measure.

Fin

There's just a tad bit of jank here, but when it hits? This thing fuckin slaps. Some of my 2 handed games were over so quick, like 30 minutes in and BOOM! Hammerhead is dead. It's best to have someone else handle minion and scheme control so you can just go wild droppin bombs. If you sequence it properly, you can end the villain's first phase with Da Bomb, and then if the villain's next form has toughness, Echo's Katana can pierce through it for 6.

Improvisation is pretty useless in this deck, I wouldn't even bother playing it.

Echo's Katana is critical here, you should mulligan for it, or Superpower Training.

2 comments

Jul 24, 2026 NiemandSumpex · 135

Oh crap I thought of this too today. Seems like I was too slow

Jul 24, 2026 TheMaskedHero · 410

Being able to grab Da Bomb with Maya's ability is a great way to make it happen. I love this and when I'm done with my blind games, I'm going to have to try this out.