Card draw simulator
Derived from |
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None. Self-made deck here. |
Inspiration for |
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None yet |
Eldritch · 8
Random Notes
- Needs GMW for Bug (Using Marvel Boy and Tigra for now, one will swap)
- Might want to try Deft Focus with 5 event targets and 2 upgrade targets (also GMW needed)
DECK SETUP
This deck plays heavily into allies, all in the Guardian kit (Except Pip the Troll and Tigra though she's only temporarily on the team) with the plan of keeping them out as long as possible, healing them, and using them as the deck's primary thwart/damage engines. The deck can support 5 allies in play with The Triskelion and Knowhere. In Magical Christmasland, you could have Boot Camp, suited up Yondu (Energy Spear, Laser Blaster), Venom (Inspired), Tigra, Jack Flag (Comms Implant), and Marvel Boy all out, for up to 18 damage per turn
OPTIMAL SETUPS
- Yondu gets Energy Spear and Laser Blaster for 4 damage with piercing, ranged, overkill every turn. If these upgrades end up on someone else, burn out their health as optimally as possible to cycle them back through the deck. Try to do this right before emptying your deck if feasible.
- Venom or Martinex are probably the best targets for Inspired, because they're the most likely to be used for alternating thwarts and attacks. Also decent on Tigra to get her auto-killing 3 health minions.
- Jack Flag wants the Comms Implant, for sure. If played before he takes any actions, it's a net of 4 additional threat removal and 2 additional damage over the course of his time in play. Could also be valid on Martinex or Venom for more threat-removal needs.
BIG TURNS
With full setup, Adam Warlock will have a 6-card hand in Hero form (The Sorcerer Supreme), with two extra draws from 2xMystic Senses after using his hero ability, and then one extra resource from Karmic Staff. If playing a Guardian, he can also use Team-Building Exercise to reduce the cost by one and draw another card from Knowhere.
HEALING I wanted to fit more in here, like First Aid, and Adam's 1-per-deck restriction on cards means only one Med Team. But, couple that with Innovation, that's still 7 healing for allies per deck cycle, plus a full self-heal, The Night Nurse for friends, and some damage prevention from Shake it Off, Shield Spell, and Subdue.