Card draw simulator
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None. Self-made deck here. |
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Vigster · 18
Note: I build all of my heroes so my decks are optimized only in the sense of the collection - hence the VCU tag. Welcome to the Vigster Cardomatic Universe!
Mr Thompson’s entry in the Invictus Games was declined, mostly because someone had a suspicion of rather abnormal strengths. Put him in the ring with any non-human and he’s going to cause some pain. In fact - this hand brings out a lot of Venomous characters that should not be in a human competition.
His biggest focus is the tools that he has in his hands…. Sometimes if feels like he has 4… With his basic skill plus Side Holster, he can wield his Pistol’s and his Multi-Gun as well as the Plasma Pistols he carries around. While each item is not going to cause major damage - it is the persistence of these when coupled with Run and Gun that makes Venom so tough. His Multi-Gun with Run and Gun makes the appearance of his Nemeses a rather quick affair, allowing him to focus on better targets. Savage Attack adds to his punch, but as a Justice deck - he is not particularly loaded with , so overkill is not his main thing.
He does have a lot of friends and their focus is from the Basic aspect - meaning that the The Power in All of Us can be very useful in this deck as he has expensive friends:
- Mockingbird - delivers on Stun and some chump blocking
- Martinex - Cheapest ally when called out in Hero form
- Nick Fury - One and done friend, but makes a good impact when he shows up
- Drax - heads straight for the villain… Good Drax
- Venom - when you need to balance out the symbiotes - Eddie brings his own pet to the fight.
And - in case you need more Symbiotes - Symbiote Suit further advances the dark side - so use caution as this deck can see more encounter cards per turn than Star-Lord! But it can do a lot of harm.
On the threat management side - Behind Enemy Lines is the main staple, but Venom has a few interplays with the Justice aspect cards:
- a powerful one/two punch is available via "Think Fast!" and Scare Tactic. For 2 cost and one damage - the villain can be confused and dealt 3 damage.
- Making an Entrance - works well as he can pay for it using his Symbiotic Bond - then if he is loaded with both pistols and the suit, his THW is 4. Most schemes should be at 6 or lower - so he can effectively play this card for free (other than the opportunity cost of not attacking). If this is coupled with the duo above - then for a total cost of 2 - the villain can be confused, 3 damage dealt and up to 5 THW for no damage!
- if a little more scheme control is needed, For Justice! and Lay Down the Law finish off the deck.
In short - this deck should see a lot of cards (hand size of 6 with the suit and the ability to get draws from Project Rebirth 2.0 and Spider-Sense can make a round very fun…