Card draw simulator
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NurseFarva · 1
I have been playing and perfecting this deck for a long time. I built this mainly for group play and not solo, although I'm sure you could rock it solo if you wanted. Quicksilver's main game is to thwart unbelievable amounts of threat from multiple schemes each round. The deck is versatile enough however, to add attack power if necessary with Reinforced Sinew and Lay the Trap.
This deck is so versatile, in fact, that I have three opening hands that can be played depending on the cards initially drawn. The more preferred opener is to get both Serval Industries and Friction Resistance out turn one. That is hard to do but if the right resources present themselves, you are already on top for the whole match. The second preferred play is to get Symbiote Suit in play round one. Yes you will likely use your whole hand getting it out, but the +10 HP, extra card every round, AND +1 to base stats is bonkers with Quicksilver instantly making him one of the best characters in the game. He will have 19 HP, 2/2/2 basic ability stats, and 7/6 hand size out of the gate with the ability to re-ready each phase. 100% worth the extra encounter per round (My gaming groups always make me take the extra card myself as a house rule....still worth it). The last resort for an opening is to get one of his two thwart upgrades out (either Heroic Intuition or Hyper Perception) with one or two Always Be Running cards. Bonus points if you also get out a Maximum Velocity with it. You're already hitting the ground running (pun intended).
Despite those three openings, almost any hand with this deck round one can net you some gains. He does take some building to really ramp up what he is capable of doing, but once he gets there expect to control most of the threat for the whole match just by yourself. This allows other partners to focus on what matters most in the match. Below, I will lay out specific cards and best uses in the deck:
Nick Fury-Mostly for the 3 extra cards and a block but can help with threat removal or extra damage, if necessary.
Impede-For that opening threat removal, but cost is "reduced" due to coming back in hand.
Meditation-Mostly used for the high cost supports or Symbiote Suit and paired with an Always Be Running or Ready to Rumble is Chef's Kiss.
Lay the Trap-Fantastic for later game shenanigans when your team is struggling with minions and the villain really needs a big hit. Best part about this card is once Quicksilver is built up, he can thwart off all the threat himself in one or two attempts. Also, it "deals damage" which gets around any villain effects regarding attacks.
Superpower Training-Allows for those times when can't seem to draw Friction Resistance or one of your other upgrades. Also has the added benefit of helping the entire team.
Serval Industries-This card is crazy and so worth it having out early. The closer you get to the bottom of your draw deck, the stronger quicksilver becomes. With his native 2 basic abilities each round and 4 Always Be Runnings in hand, you might just find yourself with 6 activations. Bonus points if you have Maximum Velocity too adding +2 to all your stats. Quicksilver quickly becomes a force of nature.
Endurance-Added just as extra protection. His 9 HP is a little squishy and I don't always like to put Symbiote Suit on him. This card offers an alternative when needed. Sometimes I even add it to Symbiote Suit giving Quicksilver a bonkers 22 HP. AKA....dude's invincible.
Friction Resistance-This card is arguably one of the most valuable in the deck apart from Maximum Velocity. It almost always gives you two free physical resources per round to use any ANYTHING, not just hero specific cards. Most recently, I used them to get rid of counters on the SHIELD Executive Board cards in the SHIELD campaign. Oh....and literally perfect for the Always Be Running cards if those are in hand. When used on those cards, you are essentially putting cards in play for free. Turning two resources into 6 or 7 if you play your cards right.
Ready to Rumble-Gives you extra ways to make sure your hero ability can go off. These are especially useful for when your obligation hits. Makes your obligation feel silly almost.
All in all, this character when fully built can have 22 HP, 6 base Thwart, 5 base Attack, 5 base Defense, 4 base Recovery, and action up to 6 times in a phase....and still block twice during the villain phase. I have perfected this deck in multiple campaigns and villain scenarios. I played it for probably a year or so. Let me know what you like and don't like about it. Maybe it could get even better, although it's already a little broken tbh. ; )