Card draw simulator
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None. Self-made deck here. |
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Tensuun · 27
This deck is built mostly (though not entirely) around Serve and Protect, which despite steep costs and somewhat finicky timing is extremely powerful.
Standard Jubilee stuff
With Plasmoid Energy, Jubilee already has the three double-resource bit of deck-building covered. Adding in more would just dilute the deck with resources she might not even be able to spend, plus she really wants to pay with a variety of different resource types to trigger all her kickers. By the same token, resource cost reduction from Helicarrier, Deft Focus, or Team-Building Exercise would be counterproductive.
Shopping Spree is not something we specifically play or build around. If Mall Rat can find and play it, there is basically no downside to having it out -- but otherwise, exhausting in alter-ego twice is usually a higher cost than just waiting for the item you want to turn up in hand and paying for it.
Deck specialization reasoning
Jubilee's identity-specific cards revolve around doing a lot of attacking/thwarting with events and triggering various "kicker" effects based on the variety of resources used to pay. What I don't see is any reason to have Jubilee do a "basic" attack or thwart, or play too much with readying effects. The main reason you want her "ready" on her turn is for the additional Wild resource -- certainly not nothing but it's much easier to make the big stack of once-per-round defend-and-take-no-damage mechanics profitable.
Avoiding damage
Jubilee has 9 HP, which is pretty squishy for a protector! We cover her weaknesses with the following:
- Armored Vest and Endurance bring Jubilee up to 12 HP and 3 DEF, which is much more respectable.
- Synch can give you a 4th point of DEF, of course.
- Energy Barriers create a nice reserve of temporary HP that count as "taking no damage" if we save and spend these on miscalculations. Partially-spent ones are easy choices for any encounter effect forcing us to discard upgrades.
Profiting
The whole point of all this is to nearly negate enemy progress while still dealing some damage of your own. I don't personally see too much difference between thwarting a bunch of threat that got put on a scheme last round, or preventing the threat from getting put there in the first place, except that the latter is actually much better since it can also block triggers like Assault on NORAD's response or, of course, advancing the main scheme. Plus, preventing "any amount of threat" scales extremely well in multiplayer and with large amounts of acceleration tokens, big scheming villains, Hinder, Incite, etc. Same goes with status cards, obviously.
Early Rounds
So, the plan in the first few rounds is similar to the majority of other decks: build out Jubilee's board, prioritizing permanent stuff that gets you more resources later.
Moira MacTaggert can be played on your first turn, if she's in hand, since she can draw a card to replace herself right away, and you or other players might flip a few times early on. If she doesn't come out early, she's probably stuck as a resource card indefinitely, since her value greatly diminishes once your board is built out enough to mostly avoid flipping.
The X-Jet and X-Gene should be thrown down ASAP as well. They can help pay for the other permanents, and we're going to want to quickly transition to using these to pay for events rather than Jubilee's Like, Totally! ability, so that Jubilee can use her basic defense every round.
Armored Vest is a high priority. Until you have it in hand, you'll probably need to block with allies or throw down Energy Barriers to survive attacks.
Unflappable is the best of the take-no-damage responses since it can draw the others, or draw resources to help play them.
Angel's Aerie gets you more recovery even if you do take damage. It's just a reward for defending every turn, basically.
Endurance is not a high priority until you've taken some damage. It's certainly nice but it can usually wait a few rounds unless the villain is an extremely heavy hitter.