The Villains Without Turns

Card draw simulator

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akodobill · 87

Daredevil has a pretty simple collection of cards, but the way he plays out requires a lot of careful decision-making. One thing that stands out pretty quickly is that Enhanced Olfaction is probably a trap. Even if you can consistently get full value from it, which is difficult, its presence gumming up the Sense deck prevents you from playing the cards that actually help control the board. It's usually best to stick it on the villain and leave it there. Likewise, Heightened Hearing is a card you probably only want to use for emergencies, leaning on other methods of defense. With the sense deck trimmed down to the three best cards, you can efficiently handle several threats a turn with Daredevil alone.

DD gets a lot of value from Alter-Ego, and is good enough at cleaning up messes that he can freely flip over pretty often. Under Surveillance should generally be enough to stop the main scheme from getting too dangerous.

Stealth Training is the boogeyman for any villain without status protection. Combined with One Way or Another, it is very easy to effortlessly lockdown the villain's attacks for nearly the entire game with minimal investment. Blindspot can easily muzzle the scheming, and the two together are an effective prison. Even Ronan can't really do much to get out of this.

Against status-resistant villains, you can lean on Heightened Hearing for defense until you setup Cloak and Dagger. Even if you don't need the recurring blocker, the two of them create a lot of value for controlling the board.

Run Them to Ground is probably the most powerful card in the deck. Even Steady villains like Venom Goblin can get caught in your lockdown trap when you have a full player phase of extra value early in the game. Try to pop it on a turn where you start in hero form, giving you a safe flip to alter-ego. The no-damage drawback doesn't matter too much; you are generally using it to get way ahead on board control.

When Daredevil was previewed, I expected Elektra to end up as a new Black Cat. In practice, she pretty much sucks. DD does a lot of damage to himself; he doesn't need any further help.

In contrast, Stick is a card that seems a little underwhelming on paper, but ends up performing well. Just the flexibility to boost any of ATK/THW/DEF is nice, and he makes getting the right number for Stealth Training more reliable. You have a few allies that can also use him.

Nelson and Murdock ends up being a little superfluous. It frequently competes with Stealth Training and isn't as reliable as Blindspot. Still a reasonable option until you get those cards out.

Due to the importance of decision-making and sequencing, Daredevil is not really for beginners. However, once you are familiar with the game and how DD plays, this is a very powerful deck that can dominate even the top-end villains.

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