Offense via high Defense

Card draw simulator

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TeleportingKnight · 562

Offense Offense Offense

The is a deck that focuses on finishing the game with The Best Offense....

It uses our defense stat so let us buff it up to 10.

After playing The Best Offense..., we use our defense and therefore can attack for 10.

Tenacity - I don't typically play this card but it works in this deck. We can play it early and let it sit in play until needed. In the meantime, it reduces the number of cards in the deck so more events show up. Then in late game after playing The Best Offense..., we can do use Tenacity to ready again to do attack for 10 a 2nd time.

Hangar Bay and Echo - I love this combo. Echo can defend an attack and reduce the cost by our hero's defense. Then Hangar Bay can ready Echo so she can defend a 2nd time. This really helps with keeping a couple of minions at bay and even help a villain attacks (especially when defense gets to 10).

The Night Nurse - especially useful to remove a confused or stunned card as this deck relies heavily on Nightcrawler's basic activations.

Ops Room - if a damage does get through, this will help mitigate 1 of that damage and help remove a threat.

What Doesn't Kill Me - This card does require to heal 2 damage for a ready. So occasionally you have to let some damage come through so you can heal 2.

Part of the gameplay is trying to determine when to defend with Bamf, when to let Echo defend and when to just take a hit so you can heal with What Doesn't Kill Me.

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