Assassinated Your Team Leader!

Card draw simulator

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fluffyseaotter · 167

Appreciate a like!

Assassination Attempt:

No, not on Howard or Steve, this one's on Tony and any other enemy leaders this time (no Leader Url rip). Don't worry Iron Man lovers, I still love Tony and play him; he's a nasty enemy leader to deal with and is a powerful-fun hero. Cap's just my childhood icon growing up .

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Still using the same Rifle from WWII.

But here's the deal:

I LOVE playing Captain America as a hero, and wanted to try and make a competitive combo with a hero for Civil War games where I can absolutely smoke my opponents consistently. I realize that no one might really play competitive, but I couldn't fall asleep without thinking of the perfect combo with Captain America leader since he's my favorite marvel hero.

Enter Winter Soldier as an obvious the fit: he's thematic, can survive/deal damage with statuses, Arm Block, and use some great chump blocker allies. Bucky works great with Cap in aggression since defeating minions allows him to use his Lethal Protector Ability to better manipulate the board; using cards like Spoiling for a Fight, Metal Punch, Man on the Wall, Winter Mask, Silent Infiltration and Bambino to combo off minions and pushing the enemy leader's HP rapidly.
Cap is great at delaying victory for the enemy team with his Shield and other effects, like having overkill, more basic scheme, and the modular sets I mention below.

Super-Debate:

Actual footage of me playing house rules with Super-Soldiers:

Super-Soldiers is a great card on its own when playing with Cap, and is just about completely busted/broken in competitive. Playing with Cybernetic Arm gives 7 damage (yes, instead of 6 you middle schoolers), and 2 toughs for Bucky and Cap. Although, I questioned and debated alot with my brothers about whether this was technically allowed. I emailed someone off the Fantasy Flight Webpage (https://www.fantasyflightgames.com/en/contact/rules/), and they replied to finalize this debate: (sadly, it's a no). https://imgur.com/a/DVrfeV7

I initially thought that with the Team-Up keyword, that it wouldn't work for sure. Yet, in the Rules for the Civil War box, in one of the Q&A's on the back (the first question I believe), where it asks about card titles, there was hope in my idea with Super-Soldiers. Even asking ChatGPT (yes, I'm stupid enough to use AI for this game), it suggested that it could be a house rule with arguments being valid both ways.

https://images-cdn.fantasyflightgames.com/filer_public/22/9f/229f60bc-eb77-493d-b0d4-132608bd4ba4/mc56_rulebook-web_1.pdf

"Q. What happens in competitive mode if the enemy leader has the same card title as my identity or ally?

A. It does not matter if the enemy leader or a minion shares the same card title as a character you control. The unique rule only applies to friendly characters in competitive mode. This includes your leader but NOT any minions in your leader’s encounter deck."

I suppose the thing with the House rule tho is that the only other Team-leader and Hero team up ability in the game is Two Against the World, where a player would have to play the War Machine hero with the Iron Man team-leader. The main problem with having this be an effective combo tho is that the Machine Man player can't play the Iron Man ally, which is a big rip into Rhodey's typical game plan. So, sadly for me (and the other Cap/Bucky lovers out there), Super-Soldiers more likely than not doesn't work in competitive; and probably for the betterment of fairness for all players on the table.

Yet, what happens if Bucky gets his arm ripped off? (Competitive Strat):

We got help from lots of friends that Cap's recruited! I've play tested a lot with this combo in single player/co-op mode, and competitive, and have found the following main schemes & sets below to be the most effective combo to help Steve's team last all day.

In competitive, you can bring 3-4 modular sets each with 5 cards, have 4 standard PVP cards in the encounter deck, (Choosing Sides starts in play), 9 Team-Leader Cards, and the opposing team identities' obligations. I typically choose to have 3 encounter sets so my encounter deck is thin, and go with the resistance side (for theme purposes & since it's a good pick to work with). In thinking of Choosing Sides, I usually go with Fighting Dirty and The People's Hero to help Bucky's side of the table out immediately by stunning the enemy leader. If the enemy leader is steady/stalwart, I usually then go with The People's Hero for more economy (no Avengers Mansion in the version of my deck), and No, You Move! to sit-on for later.

For main schemes, I choose to have Gathering Support and Neighborhood Protectors. This makes for the enemy player to immediately deal with multiple encounter effects at once, helping to make uncomfortable pressure on them. It also can help with Winter Soldier's side of the table majorly.

For my three top picks of encounter sets:

The Spider-Man enemy is great with Tangled Up, since it ignores steady and allows Bucky Barnes to flip to AE almost guaranteed & safely. He's usually the first minion I pull to start the game with Gathering Support to help Bucky buy more time.

Cloak and Dagger is a great modular set, since it serves multiple functions in healing Cap, dealing damage, removing threat from the main scheme that Bucky's facing, and giving Cap a tough or two along the way, (combo-ing off of his Shield's ability.

Last but not least is Moon Knight, probably the worst Resistance modular set to deal with. The minion himself and his side scheme suck A LOT to deal with, with a major "double-pressure" effect from having to pull a treachery. It works well with Neighborhood Protectors and Targeted Strike

Again, I really appreciate a like!

(Seriously tho, I actually do like Iron Man, it's just all fun and games at the end of the day here)

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