(EN/ES) Project [S-AO]: Sidekick + All Out

Card draw simulator

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

matchet · 57

note: Spanish (ES) version is late below / La versión en Castellano está mas abajo


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Extreme deck thinning, big mid and late damage bursts, notable drawing engine, immortal Brawn smashing for 4-ATK, and even a cameo of Lucia von Bardas and much more...

Introducing this pseudo aggression (with extra thwart) deck called...

"Project [S-AO]"

Denoting two of the most important cards in it

Important: while its possible to play Solo with this deck, it performs better in a 2-4 player environment


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Mulligan and priorities

The perfect starting hand is Brawn + Sidekick + Double resource. That way we will start with a permanent 3 ATK / 2 THW pressence to deal with your early half-absentism. Without double resource,

As an alternative starting hand, you can Double resource + Suit up to fish Brawn and sacrifice the fished Inspired to pay for Brawn

Its not a bad idea to hard mulligan for Brawn or Suit up (that last one only if you have a doble resource), as long as you arent giving up important assets like Ingenuity, Ronnie Williams, Med Lab or Moon Girl.

With less priority but desirables nonetheless, are too: Tony Stark A.I., Crew Quarters and Clarity of Purpose. They are painful but acceptable, to be used if its to pay other abovementioned higher priority cards.


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Project [S] - Early Pressence, Lv1

Riri's early weakness is allways the same: version 1 is Hand size 4, therefore your first priority is getting 6x Progress to Level Up! (- Ironheart's #101).

Assess the Situation and Brawn + Sidekick are key there to maintain pressence. Most other assets will also benefit you from flipping every turn.

Ready for Action can be paid by Brawn himself after using him, and will qualify him to become your villain attack's bloker. Use it on early, if its imperative to not flip for a turn.

Its not a bad idea to play a bonus avaiable Photon Beam or Fly Over instead of going for alter-ego's Child Prodigy, but try to not stay on hero more than the necessary minimal, and try to priorize other permanent assets if said events cant get the bonus Progress counter.


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Starting the [S-AO] Project - Mid game, Lv2

All your Supports and Upgrades costs 2 or less, smoothing and fastening the setup, helping you divert resources to things like not ever missing a single Child Prodigy oportunity.

At this point, go All Out hits for a respectable 7 points of damage, yet its still more benefical to use Photon Beam if possible, to reach version 3 ASAP.

On top of the 2x Ready for Action, now 2x New and Improved is while still quite expensive, a worthing option to survive in situations where staying in Hero is imperative.

The notable drawing engine consists in 2x Allies (1) (2), 2x Events, and 2x Resources. One (or two in cycle) allies can be slowly recurred with Med Lab (see below)

Once Med Lab is found, we can replay Moon Girl and Maria Hill to cycle our deck faster but be aware that they cant be used to chump block since the lab requires that our allies became defeated by consequential damage. Be aware that this Med Lab usagement, while quite benefical, is not essential, meaning that you should still consider to occasionally chump blocking the villain with Moon Girl or Maria Hill if the situation demands it // or also meaning that you can left your med lab ally rest for another turn if you have the oportunity to get the bonus Progress from a Photon Beam or a Fly Over.


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The three one-time tricks

I'll take a small recess to note the three one-time cards in this deck:

  • Rally the Troops is just a party wide emergency First Aid that just thins our deck and can even be played and left ignored
  • "Go for Champions!" will make yourself and Brawn invulnerable to damage, which is ideal in situations like when your Protection teammate is begging for a REC turn. It can also affect Moon Girl and Patriot, yet you shouldnt be skipping its use just because any of these two temporaries arent on the field: with yourself and brawn the cost is worth enough.
  • Face the Past not only thins our deck but also gives you a very easy 3 card draw when your Inspired Brawn can just one shot Lucia von Bardas

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Finishing the [S-AO] Project - Late, Lv3

  • Deck thins on late by -15x cards!.

A late deck consists in 26x Cards: 1-2x Allies | 5-7x Resources | 17-19x Events*

*2x Assess the Situation are a versatile hybrid that can not only count as an event but as a resource too. Also if you are cycling both Maria Hill and Moon Girl with Med Lab instead of only one of them, then its only Patriot left in the deck cycling (a deck of 25 cards only!)

Since we are now able to sometimes skip the flip, First Aid becomes a source to keep Brawn working for us. Its still quite benefical to swap as much as possible, since every Progress counter translates into 2 free to distribute, points of damage. Child Prodigy and Ronnie Williams means we flip back with up to ~4 packs of 2 damage (and a working Brawn generates a much needing extra )

  • go All Out is our LATE GAME STAR here, striking the villain for a base of 8 at the cost of exhausting. Patriot can give us +3 ATK but is expensive to play both. Side-by-Side however is easier and give us +2 ATK (plus a free ready). We must pay the req with Clarity of Purpose, so you can ultimately treat the card as 1-Cost, Hero Exhaust, Take 1 damage per a 8-11 strike.

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Its quite comon to have a turn with free 3-ATK and 3-THW, a pack of 4-ATK or 3-THW from Brawn, an 8 damage AO and on top of all that, an extra 4 ATK or 3 THW plus 2-4 extra dmg from Progress counters. Mathematically speaking: up to 23 damage and up to 9 thwart that can be consistently repeated every turn


CLOSING NOTES

I still consider myself newbie at deckbuilding, despite having modified around thirty in the backgrounds, and published a very few in MarvelCDB. Is anyone still commenting in decks from newbies? If so; your ideas, suggestions and constructive/respectful critizism are much more than apreciated.


Now its the turn for the Spanish version of this text. Beware that is quite more RAW and unpolished, as it served as barebones for writting the english part of above

Descripción (ES)

  • Mantén a Brawn vivo y zurrando a cosas de 4 cada turno.

  • Aprovecha de diversas maneras tu alter ego.

  • Roba una gran cantidad de cartas para encontrar lo que necesitas rápido

  • Reduce drásticamente tu mazo, optimizando el loop en late game.

  • Curva de costes bajo para acelerar el setup.

  • Parte de las cartas dependen de encontrar a Brawn y Sidekick pronto.

  • Inicios de héroe problemáticos con Alter-Ego frecuentes/necesarios.

Importante: a partir de aquí dejo escritas algunas notas y consideraciones que he ido recolectando a medida que escribía esta guía para su en inglés. Tómalo como un cajón desastre; la guía termina en este renglón.




Notas, Sinergias y Funcionamiento:


Prioridades de Mulligan


9x Contadores de Progreso:


7(+2)x Generadores/Requisitos de Recursos:


Potenciando Go All Out


5(+2)x Motores de Robo:

* Juega Face the Past solo cuando te sea sencillo eliminar a Lucia von Bardas según salga (por ejemplo Brawn + Inspired)


Acciones exclusivas de Alter-Ego (cambiarse cada turno que sea posible):


Med Lab

    • Se puede reservar en exclusiva para Moon Girl cada 3 rondas y usar a Maria Hill para bloquear un ataque del villano; o usarlo para que ambas vayan rotando cada 2 rondas

Equipando a Brawn


"Go for Champions!" inmuniza a:

Sigue siendo aceptable su uso incluso si no se cuenta con un tercer Champion. Es ideal para conceder una ronda de respiro a un compañero de Protección (verde).


15x Adelgazamiento del mazo:

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