Card draw simulator
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None. Self-made deck here. |
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tjjj · 245
6/6/6 all clean with surplus HP
This deck leans into Healing Factor by prioritizing it on turn 1. With 3 copies and 2 Mulligans it was all but a certainty (game 3 proved me wrong). The idea was to use that healing to sustain the flips and indirect damage from Norman to Green Goblin. Lots of chump blockers to deal with the high damage output from Green Goblin. Deadpool was the real hero in the ally list. With his ability to output 2 thwart every round and only add an acceleration token ever 3 rounds I found his overall value to be way high.
Game 1 - Turn 1 HF and Nick/Ironheart. Couldn't have asked for a better turn 1 but then got slowed down significantly by a double attack from green Goblin on turn 1. I was forced to flip turn 2 and then ended up with him flipping back to Norman. Longer than I had hoped, but it was a very smooth and easy win.
Game 2 - Turn 1 HF and Deadpool ally. I drew the Lady Deathstrike side scheme turn 1 and had to claw back from there. Deadpool and Headpool helped manage the threat. The turn 6 win was a really cool combo where I used Headpool to do 1 damage to a minion and send that 1 damage to GG which was the 1 damage I needed to win in the end. Had to do quite a bit of sequencing layouts to get it just right before playing it out.
Game 3 - Didn't see Mulligan or HF on turn 1, but had an ok start with Nick/Ironheart combo. Again drew Lady Deathstrike side scheme turn 1 to which I said out loud to myself "wtf". Stick-to-Itiveness was the MPV in this game allowing me to ready and mulligan 2 different rounds for big value.