Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
saintmatthew · 46
B.U.R.P.S. is Easy to Digest
Excuse me. Is this the ultimate support deck?:
B: Betsy Braddock (a.k.a. Psylocke)
U: Uncanny X-Force
R: Righteous Purpose
P: Psychic Kicker
S: Supports (not the card type, but Side Schemes and other cards to help the table)
B.U.R.P.S. Leaves a Good Taste in Your Mouth
This deck is more than hot air! Imagine that we have Uncanny X-Force, Righteous Purpose, and Cable in play. Cable has 1 HP. You have Psychic Kicker in your hand:
- Cable exhausts to thwart a side scheme [encounter or player]. Because of Righteous Purpose, Cable gets +2 THW, removing 4 threat. Because of Uncanny X-Force, Cable also takes no consequential damage.
- Play Psychic Kicker, ready Cable, and repeat the above, except this time removing 6 threat.
- Cable has now removed 10 threat by himself plus 1 effective resource.
- If you have Command Team in play, you could use it to ready Cable again, and remove an additional 4 threat, bringing Cable's grand total of threat removal to 14!
- In all likelihood, Cable has now defeated at least one side scheme. His response activates, and you draw a card. If Mission Leader is in play, all players (including you) draw another card.
- Now imagine having multiple X-Force allies in play; when we include Psylocke herself, you could easily remove 20+ threat in a single player phase (the majority coming from side schemes).
Playing B.U.R.P.S. is a Gas!
This deck just won't stay down!:
- This build shines in multiplayer games. I suggest bringing additional side schemes to hand out if your fellow players are willing. Similarly, it might not be a bad idea for a Justice player to bring copies of Skilled Investigator.
- In multi-player/multi-hero games, always consider if you can defeat a side scheme out of turn in order to trigger Mission Leader so that other players/heroes can benefit from an additional card. Sometimes this is during the villain phase with Telepathic Suggestion (can remove 2 threat). More often, you will request an action during player 1's turn and you'll play Mental Detection (can remove 5 threat).
- Mulligan hard for Uncanny X-Force and Righteous Purpose, followed by allies, Team-Building Exercise, Mission Leader, and Command Team.
- All allies have 2 THW except for Angel, but at least he can ready Psylocke (note that Angel's Response doesn't interact with Make the Call).
- The single copy of Inspired is for Deathlok, but it can be played on your other allies.
- The Power of the Mind has 12 targets, including Cable and Caliban.
- Psylocke has 6 cards in her kit that can Confuse enemies.
- Team-Building Exercise is a great resource-discounter, with 15 potential targets; you're virtually guaranteed to draw at least one X-Force and/or Psionic card every round.