Card draw simulator
Derived from |
---|
None. Self-made deck here. |
Inspiration for |
---|
None yet |
Spliff · 672
The idea for this deck is to build a Justice deck that can deal MASSIVE DAMAGE. Usually Justice decks are used to minimize threat on schemes, but the end goal of this one is total and utter annihilation.
Concept
Using Float Like a Butterfly you can increase damage by one against any confused enemy. The best way to leverage this is to do as many instances of damage as possible. Enter Warmachine’s Shoulder Cannon. Each instance of this is an attack getting the bonus of FLaB increasing its damage from 1 to 2. Already a favorite at stock piling lots of ammo counters this card is raised to new levels of destruction.
Key cards
Float Like a Butterfly - This is the whole lynchpin of the build. I run 2 even though you can only have 1 because it’s that important. Get it sooner or have a backup in case your original is discarded.
Shoulder Cannon - Another extremely important card to this combo. This is your damage dealer, especially once FLaB comes out.
Sonic Rifle - For the bonus damage you have to have a confused target. This card does the trick.
Concussive Blow - Kind of a back up to Sonic Rifle. Also does damage in a pinch, but Warmachine’s Hero cards usually do this at a better cost.
Munitions Bunker - To truly maximize your damage from shoulder cannon you’ll want to get this card into play as well. Stockpile it up with a huge collection of ammo counters, and then load them on Warmachine to create a bullet hell for the enemy.
Superpower Training - You’ll use this side scheme to ensure that you have Shoulder Cannon in play. Already have it? Great, since Warmachine’s deck is chock full of great upgrades like Upgraded Chassis and Gauntlet Gun.
Build Support - Since stockpiling ammo counters is important, this allows you to search out Munitions bunker and get it right into play.
The Other Cards
I included some cheap Justice Allies to help block and thwart.
Eros - Cheap, thwart 2, maybe confuse a minion?
Cypher - Cheap, does stuff with confused.
Monica Chang - Basically comes in to block, but the one off Surveillance Team will stick around and thwart.
Multitasking - Great way to help clear out those side schemes while chipping off the main scheme total.
Upside the Head - Enemy already confused? Cool, now they’re stunned as well.
The Power of Justice - Honestly I don’t run the “Power of…” cards in many decks, but they fit well here. With a lot of Justice cards that cost 2+ they should do some heavy lifting while not dragging down your deck with too many resources.
The Holy Trinity - You know, Genius, Energy and Strength.
Gameplay
First thing check your villain. If it has Stalwart consider choosing another deck. This deck has the same weakness as other popular decks like “Stun Lock” etc that relies on Status cards. You can still confuse and destroy Minions, but is that what we came here for?
First priority is to get your setup done. As noted above, FLaB and Shoulder Cannon should hit the table ASAP. We can worry about confusing enemies later. Feel free to mulligan for these or the side schemes that help you get them into play. The side schemes are especially useful in Multiplayer.
With 2 ATK and an array of damaging events, Warmachine should be able to take out most minions. Being able to confuse the enemy also helps you flip frequently to recharge your ammo counters and heal up if necessary, so don’t be afraid to take some hits. This is especially useful in regards to using Munitions Bunker to stock pile.
Multitasking, Targeted Strike and your Allies will help clear any threat that piles up, and are very useful in completing the player side schemes.
Once you get your key pieces out you’re free to start blasting. Get an enemy confused using Sonic Rifle, Concussive Blow, and Upside the Head. Keep in mind that UtH can Stun as well, so you might want to use Sonic Rifle and Concussive Blow to confuse first.
As you flip your Hero back and forth, us Munitions Bunker to load up counters, and keep them there for the Grande Finale.
Once the Villain is confused and Munition’s Bunker is loaded up eliminate the enemy with Shoulder Cannon. It already does 12 damage with the 5 ammo counters you get for flipping, but with the Bunker the sky is the limit.
Add:
Float Like a Butterfly x2 Upside the Head x3