Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
Chewy · 103
The goal is simple: achieve god-like status as quickly as possible without losing the game along the way. The best way to do that is by building in the aggression aspect. By boosting Hercules’ ATK, we aim to defeat 2 of the three Labors quickly since they benefit from high attack. The remaining Labor is handled by the three copies of Toe to Toe .
I believe building into a minion swarm strategy is a mistake for Hercules. He’s built to go toe to toe with massive enemies, not spend his turns cleaning up small targets.
In my experience, side schemes are his greatest weakness. The Direct Approach helps patch that weakness by giving us an answer to troublesome side schemes before they spiral out of control. Allies also help keep threat under control, but their value goes the distance in this deck.
The allies in this deck serve three important roles:
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Threat control. as mentioned above, they help cover one of Hercules’ biggest weaknesses.
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Card draw. Card draw is always strong, but once all three Gifts are out, every card in your hand becomes dramatically more valuable. Because of that, draw power becomes even stronger in the late game.
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Protection for Amadeus Cho. Hercules has no problem tanking hits, but Amadeus Cho occasionally needs emergency chump blockers because of his Forced Interrupt. Spider-Girl fills this role perfectly when needed.
As for Yellow Jacket, he’s included because this deck runs such a high number of upgrades, and Lion of Olympus constantly recycling back into the deck only makes him stronger.
Once Hercules is fully built out, Olympus can pay for anything. For example, it can easily pay for Avengers Mansion if you missed it on the first pass through the deck, or other impactful cards like Nick Fury.
Trying to build around Hercules was a ton of fun, and after a lot of testing, I honestly believe this is the most versatile build for him.
-Phil
