Quicksilver - The 100 Club

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
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Beardy_McMarvel · 1395

This deck was built with one purpose and one purpose only. See what kind of silly attack could be done with Quicksilver. It's not a hugely practical deck for anything else, although it could do plenty of damage if allowed to get going. It relies on your other heroes in the team to carry you and give you cards! There will be those who say this is broken or criticise it in someway. From testing I know I can squeeze another 10 or so damage with other cards and the perfect final card drawer but this was successful at doing 120 damage against a number of villains in 3 and 4 player games, most importantly, it was able to one shot stage III of Ultron, and that's what me and my son set out to do!

The Plan: Deal 120 damage in one turn with Quicksilver using his basic ATK.

The How: Firstly, you need to be playing alongside Doctor Strange as part of your group because this combo relies on a kind donation of 2 x Magical Enhancements at the opportune time. In addition to this, as most of this game will be about your preparation, having other heroes who can manage the threat levels for you and help you stay alive would be useful. Taking Scarlet Witch as a hero limits your chance to use Superpowered Siblings ability whilst in alter ego, so it’s best to leave her starring in Wanda Vision for this challenge!

The Prep: You now embark on a pretty serious deck-thinning regime, which will take a couple of runs through your deck to achieve. For the combo to work, you will need in play:

The priorities are Serval Industries, Friction Resistance and Avengers Mansion. This will help you have regular hands of 8 + 2 resources which enables getting all of the above down on to the table. Before the power turn, you'll need to kill at least 3 minions to get 3 x glory counters on Hall of Heroes. It will also require goodwill from the rest of your team to let you zip around planning for your big moment! Honorary Avenger helps with some cheap as chips deck thinning along the way as well as a handy HP boost. The reason for Resourceful is it guarantees you the ability to pay for Maximum Velocity when the time comes. Nothing worse than getting there and missing out by a resource! It's also worth mentioning that the game board needs to managed so that there is 120 damage available to be done still, so at least a 3 player game would be wise!

The Execution: The first caveat to this being possible is that your turn needs to be after Doctor Strange, so that he can give you his 2 x Magical Enhancements. As this not a hero action it can't be done on during your turn so has to come before. You also need to be in alter-ego at the beginning of the power turn to increase your chances of success. You’ll use Serval Industries to ensure all of your Always Be Running and one copy of Maximum Velocity is in your now near empty deck. During your final deck run through you'll also need to keep all 3 x Earth's Mightiest Heroes as you find them. Bear in mind if your prep has gone to plan you'll have at least 21 cards in play (up to 23), so will be coming at this with just 17 cards left to play with. Once you're ready, and Dr Strange is ready to help, there's no stopping you!

Now for the big hit!

Draw 3 cards with Hall of Heroes, draw 1 card from Avengers Mansion then use your Superpowered Siblings ability to gain another. This should leave you a hand of 11 cards and if times correctly will give you everything you need to flip in to hero form! Discard your 3 x copies of Adrenaline Rush. Use your 2 x Resourceful to pay for Maximum Velocity, which means your basic ATK is now 10 (1 ATK Quicksilver, 1 ATK Reinforced Sinew, 1 ATK Combat Training, 2 ATK Maximum Velocity, 3 ATK from Adrenaline rush, 2 ATK from Magical Enhancements)

  1. Attack for 10 - Ready Quicksilver. (TOTAL = 10)
  2. Attack for 10. Use Friction Resistance to pay for Always Be Running to ready Quicksilver, which in turn makes Friction Resistance ready again. (TOTAL = 20)
  3. Attack for 10. Use Friction Resistance to pay for Always Be Running to ready Quicksilver, which in turn makes Friction Resistance ready again. (TOTAL = 30)
  4. Attack for 10. Use Friction Resistance to pay for Always Be Running to ready Quicksilver, which in turn makes Friction Resistance ready again. (TOTAL = 40)
  5. Attack for 10. Use Friction Resistance to pay for Always Be Running to ready Quicksilver, which in turn makes Friction Resistance ready again. (TOTAL = 50)
  6. Attack for 10. Use Friction Resistance to pay for Tenacity, ready Quicksilver, which in turn makes Friction Resistance ready again. (TOTAL = 60)
  7. Attack for 10. Use Friction Resistance to pay for Tenacity, ready Quicksilver, which in turn makes Friction Resistance ready again. (TOTAL = 70)
  8. Attack for 10. Use Friction Resistance to pay for Tenacity, ready Quicksilver, which in turn makes Friction Resistance ready again. (TOTAL = 80)
  9. Attack for 10. Exhaust Wasp using Earth's Mightiest Heroes, ready Quicksilver. (TOTAL = 90)
  10. Attack for 10. Exhaust Scarlet Witch using Earth's Mightiest Heroes, ready Quicksilver. (TOTAL = 100)
  11. Attack for 10. Exhaust Hulk using Earth's Mightiest Heroes, ready Quicksilver. (TOTAL = 110)
  12. Attack for 10. (TOTAL = 120)

Total damage: 120

Everyone back to Stark Tower for whiskey and medals.

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