A Trio of Trespassers

Card draw simulator

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AbisMal · 391

A Trio of Trespassers
Some of you may get this Lion King reference, but I also had the thought that secret agents could be thought of as trespassers to those they are spying upon. :-)

If you'd like to see a discussion of this deck, see the following video: Nick Fury Justice Deck Discussion | A Trio of Trespassers | Only ONE Ally Added

VILLAINS TESTED AGAINST to refine the deck (in both standard and expert): Klaw; Unus; Red Skull, and Magneto.

Typical battle results: Note that I remove One Way or Another when playing Red Skull since the card is useless in that scenario. There was only one loss, which was to Expert Magneto, immediately followed by a dominant win in which Magneto never completed the first Main Scheme.

Almost all battles ended with total damage in the final round of anywhere from 15 to one exceptional burst of 29 against Unus. Sonic Rifle contributed damage to the villain in about a third of the battles.

Deck refinements: I removed 3 copies of For Justice! from the originally build, which had 43 cards. This was due to not playing them a single time in the first couple of battles. I then added 1 more Sonic Rifle and 1 more Counterintelligence for scheme prevention consistency and to allow for another tech card target for Leo Fitz and Jemma Simmons.

NOTABLE ELEMENTS OF PLAY:

The initial goal is to get critical cards into play: Fury's Flying Car, Fury's Watch, Helicarrier, and Maria Hill, while any other supports and upgrades will increase the effectiveness of the deck to keep minions and schemes in check. The preparation cards, such as Counterintelligence and Eyepatch Camera, were also crucial in this build as threat control since there were only 2 allies.

Once complete control of the board is established, it's time to build up the threat on the Suit upgrade and begin dealing damage to the villain. Much of the damage in the final push will be accomplished with assistance from Fury’s Flying Car and by Fury’s attack events, boosted by the Assault Suit's Interrupt ability.

Maria Hill's interrupt ability and Nick Fury’s Gather Intel ability provide the fuel for Fury's Flying Car and battery for Fury's Watch, so a major goal is to keep Maria Hill in play indefinitely with the 2 copies of Field Agent.

Stealth Form vs. Assault Form: This deck is specifically built to keep the Suit in Stealth form the vast majority of the game, though EM Shield protects Fury when needed for Assault Form.

At times, he’ll want to strategically take damage to preserve his tech upgrades, but Practiced Plan can also help bring a tech upgrade back to hand to be used again. Agent Coulson also helps with a timely preparation card here and there.

Conclusion: This deck delivered victories against all challengers, including Expert Magneto. Unlike the Protection deck I previously created, the vast majority of these victories were completely controlled and dominant, though the first villain stage can often be difficult to prevent the villain from completing, and meticulous planning of each turn is often necessary.

Once Fury has established control of the play area, he has an answer to everything the villain throws at him (with the help of a lot of preparation and his fellow trespassing spies).

2 comments

Apr 11, 2025 Pedroq · 293

always a fan of low ally count. Cool build and looks intense with so many upgrades. cool stuff

Apr 11, 2025 AbisMal · 391

@Pedroq Thanks! Since I only play solo, it can be tough to go with such a low ally count, but I thought Nick Fury might be one where I could effectively get away with it. Each time I faced a villain, I kept wondering if the deck could handle them on expert, and it just kept winning. Once he gets built out, he becomes completely dominant.

I actually just finished recording my video on this (to come out on Saturday morning) and then saw your comment, which was pretty cool. :-)