Card draw simulator
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None. Self-made deck here. |
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None yet |
myeh · 40
It can be argued that allies are the strongest categories of cards in the game. They can thwart, attack, chump block and provide unique abilities that can turn the tide of any game. I set forth on a personal challenge to build a deck that used only the Signature Deck ally. This deck was built to meet that challenge.
Captain Marvel is a generically great ally. She has high attack and thwart stats and has built-in card draw. This deck is built around getting her out on the board and keeping her there.
You want to prioritize getting her out as quick as possible, mulliganing hard for her or Call for Aid.
Take a turn or two to hang out in Alter-Ego to build your resource engine -- Finesse or Quincarrier -- and get out cards that will maximize Captain Marvel's stats (Reinforced Suit and Power Gloves), keep her on the table longer (Med Team, Reinforced Suit, and Ready for Action), or set her up for massive turns later (Sky Cycle). She should be regularly swinging multiple times a turn (Sky Cycle and Get Ready) for big ATK/THW.
Spider-Woman will need to be the target of all enemy attacks. The Protection aspect cards in this deck are all focused on minimizing the amount of damage that Spider-Woman will receive (Energy Barrier, Defensive Stance, and Contaminant Immunity) or heal her back up after taking damage (Momentum Shift and Contaminant Immunity). Furthermore, you should probably also be regularly seeing Spider-Woman entering the villain phase with 3+ DEF stats.
Try to refrain from using Med Team on Spider-Woman; it's meant to sustain Captain Marvel.
This deck has been tested in True Solo against Klaw + Masters Of Evil in Expert & Heroic 1.
Potential Changes to Consider: