By Axe and Claw

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet

SortofBoard · 97

Elevator Pitch: This deck is looking to chip away at your enemies with Vibranium Suit, Panther Claws, and Jarnbjorn. Use her basic activations to trigger her suit upgrade attacks which can then trigger Jarnbjorn.

Despite having lower base attack than her brother, I feel like her overall damage output could be much higher within her own kit since she’s not as reliant on a handful of events to have her pop off. Her brother will alway be more explosive, but I think Shuri is more versatile. With this deck we’re running her in aggression to tack on even more upgrade activations

Mulligan Priorities

  1. Key setup pieces - Build Support, Aja-Adanna, or Ingenuity
  2. Black Panther Upgrades - My personal priority for these is Kimoyo Beads and Vibranium Suit to help with buying you time and keeping you alive if you are playing slow or Panther Claws if you want to go ham from the start
  3. Acceleration Cards - The Elephant's Trunk, Heart of the Panther, or Superpower Training

Early Game

Turn one we’re gonna be exhausting in Alter-Ego to go fishing for an upgrade to play. If you are playing slow and you don’t have Beads or the Suit in your hand, go get one of those and play it. If you are going on the offensive from go, fetch the Claws. If your opening hand had any of your upgrades in it, try and play as many of those as you can. Turn one or two you can decide what your preferred playstyle for this deck is. If you pull an early Jarnbjorn and want to go aggro from the beginning, you should be more than capable of doing so. From turn two it's possible for you to start putting down seven damage a turn if you have the fist's in your hand.

Basic Attack -> Jarnbjorn -> Panther Claws -> Jarnbjorn

Especially in Solo, this may be enough to deal with the villain without much more expended effort. But if you're like me and you prefer to build out a bit more, you should do so. If that is the path you are taking, you'll probably be spending the first few turns thwarting and triggering your upgrades while you take things slower. Play out your upgrades and supports as you pull them and just manage the board state with your activations.

Mid to Late Game

By turn four of five if the game isn't over and you've been building up and biding your time, it's probably time to kick it into high gear. The same basic combo applies here as it is spelled out in the early game section. Except now you'll likely have more tools to keep that flow going. T'Challa and Shuri's events can all end up doing an additional four or eight damage. This does have a cap related whether or not you can ready Shuri back up. I am wishing we had more options to re-ready her that didn't cost you an arm and a leg. But as is, its still pretty consistent source of damage. With just your basic activation of Black Panther and T'Challa you're doing 14 damage with just three resources.

T'Challa attack -> Claws -> Jarnbjorn + Basic Attack -> Jarnbjorn -> Claws -> Jarnbjorn

If you're able to insert a minion kill into that, it's another eight if you pop Battle Fury. Clawed Strike goes from six damage to ten. It is resource intensive to do all of this, but that's the name of the game when swinging the axe.

Specific Card Strategies

  • Quincarrier is here to be an extra resource generator if you need it for playing out your hard or paying for Jarnbjorn. Shuri doesn't have a way to play it normally so you're reliant on Build Support to get it out. Don't pass up Build Support once it hits your hand if someone else at the table hasn't already played it.
  • Lock and Load is something I would play once I drew it and just leave it sitting around until you discard the Panther Claws to do some extra damage. This can get those back easily and let you use Aja-Adanna to recycle something else.
  • Enhanced Physique lets you bank some resources so you always have something sitting around to trigger Jarnbjorn.
  • Face the Past should be played once you draw it. Klaw can be taken out with just one activation if you are willing to throw away the Claws to do it. If you have a bit of a board state, it will be even easier to remove him from the field.
  • Aja-Adanna recycling priorities should probably be the following: Panther Claws, T'Challa, Vibranium, other suit upgrades, then everything else.

Alternate Builds:

  • There’s definitely room for this to run a couple copies of Ready to Rumble since there are multiple good reasons for her to exhaust in Alter-Ego and then still flip up to her hero form. I chose to exclude them because I was trying to keep the deck a little thinner and it was the wrong resource type for what I was attempting with this build.
  • If you’re looking to cut the deck down to 40 cards, just take out a copy of Looking for Trouble, Mean Swing, and Keep Them Busy.
  • If you're playing solo or against a villain without many minions, cut Hall of Heroes since you may not get as much payoff from it.
  • If you're playing multiplayer with the higher player counts Lock and Load and Superpower Training might not be as worth it for you to run unless you have a Justice player devoted to clearing all threat. Either cut those or replace them with Clobber since that can be played and then still pay for Jarnbjorn.
0 comments