Card draw simulator
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None. Self-made deck here. |
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TrueHiddenMist · 89
Premise: Build a S.H.I.E.L.D board using Captain Marvel's amazing economy/deck cycling. Close the game out by playing Dugan and keep him on the board via Med-Team/Muster Courage.
Dugan: Without any set-up Dugan is a 5-cost ally that can either attack for 6 and block once, or attack for 9, not particularly great. If you have 3 S.H.I.E.L.D. targets to exhaust his value shoots up to 12 damage one block or 18 damage. The key is to ensure that the cards you are going to exhaust aren't losing value by being exhausted. It isn't going to feel great exhausting your Helicarrier if you need that Helicarrier to get off a Muster Courage or Tackle. This mean that allies are typically your best targets for exhausting. Exhausting them isn't losing you their damage or thwarting, it is simply delaying when they provide their value. If you know you can't proc Sky-Destroyer or Liason in a turn they become default Dugan fodder. Black-Widow is a nice exhaust target as well. I generally dislike sitting on her for the off-chance that she can block a Shadows of the Past, but Dugan helps give her another purpose.
Agent 13: This is an established combo with many Shield decks but since she readies SHIELD supports you can get multiple discounts off of Helicarrier, multiple draws off Alpha flight, etc etc... She makes another great heal target for Med-Team.
Med-Team: Med-Team gets its own section because I think it is drastically underappreciated. This may be due to individuals with True-Solo mindsets valuing tempo over long-term value, but in multiplayer the long-game matters more. Med-Team when used on an average ally like Agent 13 is incredibly strong providing a total of 12 thwart for 3-cost over the span of several turns. When used on Dugan (assuming he has 3 exhaust targets) Med-Team becomes worth 6 damage per turn up to a total of 18 damage for 3-cost.
Muster Courage: I've gone back and forth with this card, but I generally play on expert making this 3-cost for blocking 2-3 villain attacks. That is generally more value than even most hero-cards (Webbed-Up). Alternatively, you can also slap at least 1 tough on Dugan resulting in another 6 damage attack.
Meditation: After some testing I decided to trade out 1 "Power in all of Us" for Meditations. This deck has several expensive combo pieces and a 3 cost-discount goes a long way. Ideally you open with one of these and get out a Mansion, Helicarrier, etc... but Carol's alter-ego ability is incredibly strong and you shouldn't mind flipping down if threat allows.
General Tips: I've found that I prefer to use my basic thwart/attack on hero side and just face-tank hits. Captain Marvel's defense can be serviceable once helmet is on board, but her recovery stat generally outvalues her defense, and taking the damage gives you a reason to flip down. Flipping down nets you card draw via Carol's ability and Alpha Flight Station. There are going to be many points in the game where you simply won't be playing your identity cards. The main focus of this engine is to set up S.H.I.E.L.D. cards and start slapping with Dugan.
After reviewing, I think that I would swap Muster Courage to 3 and Tackle to 1 if you play on expert. 2 tough statuses for 3-cost is generally going to be better than 1 stun status and 3 damage (there are some exceptions depending on the Villain's ability or boost effects in the encounter deck). Going back and forth on how much I like Meditation. Need some more games to determine how often its dead vs how often it generates early tempo.