Card draw simulator
| Derived from |
|---|
| None. Self-made deck here. |
| Inspiration for |
|---|
| None yet |
oxthearsenal · 78
I thought it might be nice to publish decks that use more readily available product, as there are likely some new players joining that are looking to use what they can purchase rather than feel left out for not having all the OOP cards. For the first set of this series, I'm going to stick to core set heroes. This should help give new players an idea of what they should buy after getting the core set and playing the game a few times.
This build uses the core set, Civil War, Fear No Evil, Wonder Man, Hercules, and Jessica Jones. These should be fairly readily available, though FNE and Jessica Jones are in high demand as of this deck's creation. If you already invested in CW, FNE, and Hercules to build the first deck in this series, then this will be a much less expensive addition to your collection with only two more hero packs required, expanding your deck building options a little further.
Wonder Man is all about excess, and his deck shows it. His mechanic is based on overpaying for cards to get extra effects. He also focuses on events that have a printed energy resource, and expands his deck building options if you enjoy building decks as much as playing them.
Jessica Jones is the new hotness as of this deck's creation. She's got a nifty side mechanic that involves collecting evidence tokens as an alternate way to defeat villains. She's also a Defender which complements the content in Fear No Evil. Highly recommend picking her up.
On to the deck!
This build runs 8 allies and a ton of energy resources to charge up Energy Channel quickly. You can get Captain Marvel up to a 5 THW courtesy of Innate Perception, Heroic Intuition, and Heroic Conditioning so threat shouldn't be a problem once they're out. Col. Danver's kit has good inherent card draw, and we're helping that out with Assess the Situation and Nick Fury. Sentry will fetch a side scheme out of the encounter deck but again, 5 THW plus For Justice! and Crisis Interdiction means that won't be too much for you to handle. Plus Sentry's ability helps Jessica Jones out a bit.
With all the card draw in the deck, there should be no issues in the mid to late game getting Squirrel Girl out with 4 squirrel tokens. Squeaky, uh, squeak, squeaker, squeakin'!
Cloak and Dagger are a fantastic addition to justice. My advice is to hold Cloak back until you either have the 2 energy resources to fetch out Dagger, or are prepared to handle the +1 acceleration icon for one turn as you will likely draw those resources for your next turn. If you happen to have Dagger in your hand and another energy or wild resource when you play Cloak, you can use her towards paying Cloak's ability cost, then fetch her out of the discard into play. I've even been able to bring Dagger back into play immediately after she loses her last hit point to consequential damage, fresh as a daisy and ready to attack or thwart again, which was satisfying every time it happened.
Hawkeye in justice does something similar to his leadership version, only a bit slower. He needs ally teammates that thwart to fire his arrows at minions which takes some setup but then you can potentially ping a minion twice for 4 damage. He can then either thwart or attack for 1, potentially letting him deal up to 5 damage to a minion. Very helpful guy, that Clint.
I feel that Grapnel Launcher is a must for any justice build using all the THW bonus upgrades. This card allows you to double your basic threat removal or get around a pesky confused status card. It gives your hero +1 THW and ignores patrol and crisis. Even if you play it then use it immediately, it can free up your hero to choose to attack or do more thwart. With its printed energy resource, it was a no-brainer for Captain Marvel.
Swaps!
There's no Genius or Strength here as Col. Danvers comes with two copies of Energy Absorption. You could put them back in and take out The Power of Justice if you want, but the wild resources can be used for whatever you need in the deck and pay for any encounter card resource obstacles you might... encounter. I would not recommend forgoing them entirely for other cards as they work for most of the allies, For Justice!'s mental resource kicker, Photonic Blast's energy resource kicker, Grapnel Launcher, and of course Energy Channel.
I also had Ghost Rider in the deck at one point but found I wasn't playing him much and when I did, I had better things to use my energy resources on than his ability.
The new Spider-Woman's response triggers after every thwart event card you play, every hero and ally you control that thwarts, and each time you fire a Grapnel Launcher, so her limb counters should stack quickly in this deck. She isn't the same Spider-Woman as Spider-Woman; different subtitles means you can include and play both without a problem. Consider her a second charge-up alongside Energy Channel, only it happens while you're doing what the deck is designed to do. Pay attention to the fact that dealing the damage from her limb counters requires a thwart first, though once you place her eighth counter you'll likely deal the damage rather than hold onto her.
Draw cards, thwart schemes, draw cards, block attacks with allies, draw cards, defeat minions and schemes with allies, draw cards, blast the villain. Easy peasy lemon squeezy.
Other New Player Series decks:
New Player Series #1: Spider-Man Protection
New Player Series #3: Black Panther Aggression
New Player Series #4: Iron Man Leadership