I'll Do You One Better: Why is Gamora?

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The_Wall · 133

(Edit: Booster Boots is max 1 per player. Replace 2 of them with Energy Shield for the same type of effect)

Who is Gamora?

Gamora is at her best when she gets to play an attack event and a thwart event every turn, triggering both of her abilities. This playstyle is further reinforced by her fixed cards Decisive Blow and Forward Momentum building upon the theme of playing two events per turn.

She can also play cards that trigger her abilities an additional time in the villain phase, such as Crosscounter; but these cards are reactive rather than proactive, so they tend to promote holding back rather than simply playing everything immediately to accrue guaranteed tempo.

Being able to take up to 6 out-of-aspect attack and/or thwart events might seem like it allows Gamora to be flexible, but it actually makes her more focused. In other words, she can still do her thing regardless of the aspect chosen, because she can always port in staple cards that would otherwise typically push her into red or yellow.

Where is Gamora?

Protection Gamora is a very tanky deck that doesn't sacrifice her core dynamics. It packs enough stun, chump blockers, damage reduction, and healing to soak a beating without needing to revert to alter ego very often, while also utilising enough good attack and thwart events to get mileage from her abilities. These are cheap to promote her multi-event peak performance, and there are slightly more attacks than thwarts to support Gamora's Sword.

Being stunned or confused really hurts Gamora, because she wants to continually make little attacks and thwarts, so The Night Nurse is a good card here that cannot be poached by other aspects. Although protection decks typically stack Energy Barrier, Gamora can take advantage of being a Guardian to take a trio of Booster Boots instead. They are cheaper and don't run out, we deal decent damage anyway, and they also push us into packing Lockjaw.

At first I was using all the cheap allies for the sake of streamlining, but then I realised that if you need to stop to drop an ally or setup card then you probably aren't going to be hitting peak Gamora (attack event and thwart event) that turn anyway. So I went a bit bigger and was more generous on the setup staple cards, trading in some early tempo for later monster turns. Peaks and valleys.

I went for a 2/2/2 split on the best out-of-aspect cards. It is fairly easy to meet the or requirements on Drop Kick and Multitasking, especially once you have Keen Instincts down.

Other Drax Questions:

Q. Why no Counter-Punch?
A. It encourages holding cards back rather than going all out every turn. Plus it requires defending to deal 2 damage & 1 threat, so versus a basic attack its just a card for 1 threat a.k.a. Emergency.

Q. Why no Turn the Tide?
A. Great card but tough for Gamora to use, because sequencing it properly clashes with Decisive Blow & Forward Momentum: you want to play each of these cards last so they directly compete with one another. We can't cut the fixed ones so TtT gets cut instead.

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