+1 Hand Size For The Table

Card draw simulator

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Skyelian · 100

Echo is probably the most versatile hero released so far and shines the most in Aggression, Justice, and Protection. With the ability to "echo" events she can do massive swings for attacking, thwarting, and protecting. So with that being said, why are we putting her in Leadership? Of course she will be strong here but on the surface this will probably be her weakest aspect, no?

Well, have you ever sat down in a multiplayer game and wanted a character that could really round out a team? A character that could pivot from helping with thwart to the next turn helping clear minions? Look no further then this Echo deck. Taking advantage of friendly players events is just the tip of the iceberg, let's dive into what really makes this deck stand out from what other heroes can do.

Echo Marvel

+1 HAND SIZE FOR ALL

The real star of this deck will be Maria Hill, a classic that everyone is familiar with. So what if we could not only play her every turn, but also play her at the beginning of the player phase so all players take advantage of having +1 hand size every turn?

This deck will be taking major advantage of the "Ask" option during a player phase. For reference, according to rules 1.8, here is what that does:

Ask another player to trigger any “Action” ability that player could trigger on their own turn. The other player then decides whether or not to trigger the ability. (Another player may offer to use an action during the active player’s turn, as well.)

Luckily for us everything to get Maria Hill back out uses an action so offer to do this at the beginning of each player phase and you will soon become everyones favorite partner:

  • Use Muscle Memory to bring Make the Call, which is tucked under Echo, to your hand.
  • Play Make the Call to bring in Maria Hill who will be in the discard pile.
  • Tuck Make The Call back under Echo and now everyone enjoys +1 card before their turns even start.

Now to keep the loop going, all you need to do is sacrifice Maria Hill back to the discard pile by the time the next player phase starts and then, boom, free +1 hand size for everyone. Keep in mind you will need to stay in Hero form for this to work but luckily Maria Hill will do her best to make sure this happens by taking the villain's attack. If you want to be crafty, try to time your alter ego turns when you will be the first player so you don't miss out on giving the +1 hand size.

The setup is super simple as well and should be there in a turn or 2. Basically, hard mulligan for Maria Hill (who you will want to go into your discard pile), Suit Up, Muscle Memory, or Superpower Training. Make The Call would be good to get as well but you can pull it out of your deck with "Practice Makes Perfect". Once you flip to hero form, spend Make The Call so it is tucked under with "Watch and Learn" and then hold it there until Maria Hill eventually enters your discard and you have Muscle Memory up.

FILLING IN THE GAPS

Now that everyone else is enjoying having +1 hand size for the rest of the game, let's see what the rest of our cards can do. I won't go into to much detail but here are the highlights:

Daredevil & Sidekick - We are in blue so of course how can we resist making a semi sidekick deck to help pay for events?

Mission Leader - Why not give everyone another card? Still taking advantage of the "Ask" option you can try to have yourself or other players take out a side scheme early on in the player phase through events so everyone gets another extra card. The works especially well if a justice player plays an event and then you follow up with Photographic Reflexes to finish it. Since Maria Hill will be constantly body blocking for us we should be in hero form often.

Avengers Mansion, Helicarrier, American Sign Language - All used for either yourself or to give your friends even more resources. Don't forget to steal their events when they use them.

CONCLUSION

At the beginning of every player phase we will be using Maria Hill to give everyone +1 cards and from there using our resources to either buff other players to help them deal with the board state or using it on ourselves to echo events.

The Villain doesn't know true fear until you give your teammate 3 extra cards (From Maria Hill, Mission leader, Avengers Mansion) and then clearing the board state by bouncing basic and aspect events between each other.

There are a few other tricks this deck has to offer but feel free to discover them on your own. I highlighted this deck as a multiplayer deck but in single player this deck is also highly reliable. The more players you add however the better this deck becomes. Enjoy!

3 comments

Aug 14, 2026 eroush · 2924

Mission Leader in FNE is bonkers. I ran it in a Spider-Woman deck and everyone must have gotten 6-7 extra cards during the scenario.

Aug 14, 2026 Time4Tiddy · 13

I don't believe that spending Make the Call will allow for Watch and Learn to trigger. You would need to play the card. It might make more sense to spend Maria Hill and then play Make the Call on turn 1.

Aug 14, 2026 Skyelian · 100

@eroush - Such a great card and Spider-Woman is a good hero for it as well. Bet everyone was real happy to have you on the team.

@Time4Tiddy - Sorry I used the wrong terminology in my post but yes you will want to "play" Make the call each turn to bring Maria Hill in to make sure Watch and Learn triggers.

So the turn 1 will go:

  • Muscle Memory to get Make The Call.
  • Play Make the Call to bring Maria Hill in. Tuck Make the Call
  • Everyone gets +1 Hand Size in.

I'll see if I can edit the post to fix that, thank you for catching.