... Remember it!

Card draw simulator

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Sc0rpius · 1

"The name's Gambit, mon ami. Remember it."

Remy has been my favourite ever since I was a small child so seeing this particular episode of X-Men '97 stirred up a whole host of emotions in me: frustration, anger, pride and sorrow all within less than half an hour. After it's release I began tinkering with different versions of a protection deck for Gambit, and finally after the release of the defender heroes wave, I've got my missing pieces.

The plan is to get down all of the defense boosting upgrades as quick as you can, (Defensive Conditioning, Armored Vest, Innate Reflexes, Ronin and Symbiote Suit) to push Remy's DEF stat to 8, you get up to 9 with the completion of Specialized Training and grabbing Defensive Specialist. A big ask to complete the set and only necessary if you really want to push the biggest numbers with In Harm's Way. With access to thwarting in alter-ego it's shouldn't be too hard to clear the player side schemes and set up regardless of what form you're in, Creole Charmer can even buy you more turns in alter-ego before you need to switch to Hero form, and having Moira MacTaggert on hand to grant card draw on the pop back up, Unflappable to draw from the inevitable perfect defends, it hopefully shouldn't take too long to get everything on the table. In addition you'll be racking up those charge counters for consistent damage and still have at least 3 to spare for the dream turn. With Symbiote Suit down and access to Moira you should be looking at starting the turn popping up from Alter-Ego with 8 cards in hand, or alternatively triggering Defence Specialist and unflappable simultaneously to result in the same count. The perfect turn would then have 3x The Best Offense... and at least 1copy of In Harm's Way, you should easily have the resources to pay for them. In Harm's Way should then be able to pump out: 12 Thwart and 15 Damage once you add the Throw de Card boost. If Remy is still readied you then get to add another basic activation for 12 however you'd like. Is it sensible to aim for that, no of course not, but is it cool to achieve and just nuke the baddies plans..

I'm just saying, you'll... remember it

**An additional thing to note, as it may be disputed on the ruling but the combination of Counter-Punch with The Best Offense... is incredibly broken if interpreted the way I do. The former specifies your ATK but the latter states to use your DEF in place of ATK, so I'd rule that a damage potential for a 0 cost response, (with 3 charge counters from "Throw de Card"), is easily 15 once all your upgrades are on the table.

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