Card draw simulator
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Web-Warrior Fanatic · 18998
100 DAMAGE OTK MUTANT ROBOT
This deck only has 1 purpose. To deal 100 damage in a single turn. In true solo.
Playthrough against Expert Magneto
The biggest key to this is the new Cyclops ally that came in the Magneto hero pack. On play, he can increase the amount of damage an enemy takes from every attack by 1 until the end of the phase. Based on a ruling with the Wolverine hero and his identity-specific ally, Jubilee, this effect stacks.
Ruling on Stacking Abilities
Yes, Jubilee’s ability is a lasting effect, so it remains in effect even if she leaves play. And yes, if she re-entered play in the same phase, her effect would stack if you chose the same enemy
-Alex – December 1, 2022 (From HallofHeroes)
Building the Robot Suit
I selected SP//dr for this deck because of her massive economy when built out and how she's able to thin her deck late game with tons of upgrades/supports on the table. This will increase the consistency for us to draw into the right cards. This deck doesn't really have any other purpose than to do this combo, so here's the pieces we need in play to make it work (in addition to having all of SP//dr's interface upgrades in play):
- Web of Life and Destiny
- Peter Parker Spider-Man
- Ghost-Spider (with 1 remaining HP)
- Agent 13
- The Triskelion
- Command Team (3 Copies)
- Rapid Response (max of 1 can be in play at a time)
- Call for Backup (with 1 threat left)
- Avengers Mansion
- SP//dr Command
- Combat Specialist (through Specialized Training)
In our hand, we want to shoot for Cyclops, Make the Call, and the second copy of Rapid Response. This becomes easier throughout the course of the turn with the draw power from the Web of Life and Destiny, Combat Specialist, Avengers Mansion, and SP//dr Command.
I know this might seem like a tall task, but SP//dr has amazing thwarting/survivability. In my first game with this deck, I was able to get this lined up after 2 deck passes as seen in the example playthrough against expert Magneto. Against an easier villain or in multiplayer, there will be more breathing room and the player can get this set up even easier.
Sequencing
- Play Cyclops using Sync Ratio (exhausting Psychic Link, Speed-Metal Alloy, SP//dr Pilot upgrade), choose the villain with his ability, then have him attack (3 total damage).
- Ghost-Spider attacks and leaves play, triggering her interrupt to tutor a copy of All Systems Go! to hand and Web of Life and Destiny's card draw (6 total damage).
- Use Command Team to ready Cyclops, have him attack again, then he leaves play by consequential damage (9 total damage).
- Use Rapid Response to put Cyclops back into play with 1 damage on him, choosing the villain with his ability again. Play the Rapid Response in hand using cards drawn from the first proc of Web of Life and Destiny, Avengers Mansion, or SP//dr Command for resources. Cyclops attacks and leaves play taking consequential damage (13 total damage).
- Use Rapid Response to put Cyclops back into play with 1 damage on him, choosing the villain with his ability again. Cyclops attacks and leaves play taking consequential damage (18 total damage).
- Agent 13 thwarts and defeats Call for Backup and brings Cyclops back into to play, choosing the villain with his ability again. Agent 13 can ready up the exhausted Command Team with her ability. Cyclops attacks and takes 1 consequential damage, staying in play exhausted (24 total damage).
At this point, Cyclops has entered play 4 times this phase, increasing the amount of damage the villain takes from each attack by 4.
- SP//dr attacks. Peter Parker Spider-Man attacks and readies SP//dr with his effect (37 total damage).
- SP//dr attacks. Use Command Team to ready Peter Parker Spider-Man. Peter Parker Spider-Man attacks and readies SP//dr with his effect (50 total damage).
- SP//dr attacks. Use Command Team to ready Peter Parker Spider-Man. Peter Parker Spider-Man attacks and readies SP//dr with his effect. Peter Parker Spider-Man leaves play due to consequential damage triggering the card draw with Web of Life and Destiny (63 total damage).
- SP//dr attacks using the interrupt from Web-Fluid Compressor to get +2 ATK, then uses Host Spider to ready up and attack again (79 total damage).
- Play All Systems Go! to ready up all interface upgrades. Play Make the Call using Sync Ratio to generate resources to play Peter Parker Spider-Man from the discard pile. Peter Parker Spider-Man attacks and readies SP//dr with his effect (85 total damage).
- SP//dr attacks. Use Command Team to ready Peter Parker Spider-Man. Peter Parker Spider-Man attacks and readies SP//dr with his effect (98 total damage).
- SP//dr attacks using the interrupt from Web-Fluid Compressor to get +2 ATK, then uses Host Spider to ready up and attack again (114 total damage).
Conclusion
The sequencing can be flexible to an extent and don't worry about wasting big attacks on a tough status card because there's so much excess damage anyways. Use All Systems Go! to get your resource generators with Sync Ratio back. Having additional copies of All Systems Go! will also increase damage output through readies with Host Spider. Hope you enjoy this deck and have fun dealing 100 damage!!!
Looks savage, I'll build it up later and see if I can hit the sequence.
Now you say true solo, but I'm tempted to pair Cyclops up with Warmachine - Float like a butterfly and see how crazy they'll get.