Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
Turbowombat · 152
Get ready for the high energy, dynamo duo! It's Wonder Man and Captain Marvel!

What I like about this deck is how quickly it gets set up and going. Mulligan for Call for Aid and a double resource or Energy Siphon. If you can get both of those in your opening hand, you have the amazing Captain Marvel, courtesy of a Cameo from Spider-Woman, in play turn 1. Once she's in play, it's off to the races.
The basic strat is to take hits to the face and play low cost events and Cheap allies to keep damage and healing predictable. In this way, your base attack will almost always be 4 and you'll always be ready on your turn. Ready for what?
Ready to Unified Strike with Carol Danvers. Stack it into your deck with Leadership Training. If all 3 copies become inaccessible for some reason, use Call for Aid to shuffle your deck. Between Unified Strike, United We Stand, and Innovation, Carol should stay in play the whole game. Any turn you don't have Unified Strike, you can attack for the same result and get those cards tucked again easily enough.
With a 6 card base hand size you should be able to get away with You'll Pay for That and/or Defiance on the enemy turn and still play your Identity specific events on your turn for good tempo thwart or damage engine as needed.
Since the deck focuses on low-cost cards, it needs no more setup or generators besides Carol and your kit.

Possible edits: Since you want an opening hand that can play Carol Danvers, it might be worth including Genius to up those odds. But with Energy Siphon, Innovation, and Call for Aid, you run the risk of a late game unplayable hand.
Of course, the inverse may also be true and having 3 copies of Call for Aid might be a bit much just to get Carol out ASAP considering those cards are almost dead as soon as she's out. So maybe there's a version of this that runs fewer of them or perhaps a second low-cost Avenger worth recycling like Kaluu.
Clarity of Purpose also seems like a good inclusion in this deck, but I worry about the careful balance of damage absorption. The only villains where CoP will get much use are the ones for whom you don't need the help.
Also the deck might not go into AE enough for Leadership Training to be useful. Need some testing to see if there's better uses for that slot. But Unified Strike is so important I'm hesitant to get rid of it. Maybe change 1 copy out for Face the Past to help get first turn Carol.