Card draw simulator
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None. Self-made deck here. |
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YOU THIBK THIS LETTER OB MY HEAD STANDS FOR FRANCE?! | 0 | 0 | 0 | 1.0 |
Earth Dragon · 1502
One of the most fun decks I have played yet! Captain America Aggression is perhaps the best Solo combo if you understand it, and is set-up to be the best if the designers ever figure out they need more Ally mitigation coming from the Villains.
Cruised through an expert level campaign, defeating Absorbing Man with only 3 delay Counters and Zola before his Main Scheme acquired enough to send out a "main scheme" Minion, this blitzkrieg damage stew forms a web of synergies with Cap's kit to be able to approach the game from the best angle possible that turn.
Stun-lock is the core strategy with Mocking Bird and a playset of Drop Kicks putting a total of 7 stuns in the deck. Most turns the Villain won't be able to attack you, and when they do, your high Defense w/ the usual retaliate and Shield blocks will reduce most of that damage to nothing. On turns where you can pull off a pair of stuns with the Drop kick card draw and (up to) 3 physical resources you'll have at the ready on the table, Toe to Toe can get slipped into the middle to grant a cheap 5 damage and still roll into the Villain turn with them stunned.
Brawn and Mocking Bird are great "ping" damage dealers to deal with pesky Tough tokens or even softening up minions before you Relentless Assault through them to roll Overkill damage into Retaliating Villains. Spider Girl allows additional synergy with Press the Advantage against minions on the table to get the cards flowing, and Agent 13, Brawn, and Cap's own thwarting can knock out side schemes in no time and keep the main scheme in a safe place.
Counter-Attack is a great card that can be staged when you are ready for it, and used as the much needed physical resources when you aren't or already have one on the table (you'll want on three as getting one out early is a good move). Using those Toe to Toes generates an attack against you that CAN be defended or blocked, and still get a total of 6 damage with your retaliate, or you can let it through and send what ever you take back at the Villain with the Counter-Attack on top of that 6 damage, create 10, 11, and even 12+ damage plays off of those two cheap cards. Cap's Helmet is a great card to have in play so if that damage you are about to take is too much, you pop the helmet and set your dial back to 1 (NOTE: you STILL TOOK THE DAMAGE, so the counter-attack will fire back the full amount, as the helmet doesn't stop any damage, but just sets you back to 1), and if you don't have the helmet out but have a shield block in hand, you can still take risky shots from the Villain as you have a "get of jail free" card in hand.
Power of Aggression not only provides great ease of play for 10 of your Aggression cards, but as those get wild icons to assist on clearing any Retaliate or Discard effects sitting on the Villain via attachments.
You'll note a few key cards missing: This deck loves consistency over relying on one ofs. Jarnbjorn is fine, but Cap already has the games best means to absorb extra resources of ANY type sitting in your hand to retain turn efficiency, and getting your resource generators and Counter-Attacks on the table is more useful then any potential 4+ drops in any category.
Campaign Note: DO NOT take the bonus Attack upgrade. You'll be beating a couple of the Villains with low health due to this decks style, so take the Recovery upgrade, and with Steve's Apartment, you should be able to juice up and get back into the fight very quickly.
Awesome deck! Been musing between Cap and Spidey as Toe to Toe decks lately and I’m loving the leverage you put on Cap’s Helmet and Counterattack. Have you put any thought into Combat Training? With Cap’s untap shenanigans, I feel like he can make the best use out of it. Great looking deck though!