Card draw simulator
| Derived from |
|---|
| None. Self-made deck here. |
| Inspiration for |
|---|
| None yet |
Stretch22 · 2543
--------Overview--------
This is a solo deck successfully tested against a diverse gauntlet of scenarios on Expert and Heroic* difficulty. I wanted to test having redundant copies of the powerful "Max 1 per player" cards Skilled Investigator, Deft Focus, and Under Surveillance since Daredevil can spend the extras to pay for Senses later in the game, and the increased copies help you see them sooner. The deck also plays several Player Side Schemes to maximize opportunities to trigger Enhanced Olfaction, Skilled Investigator, and Stealth Training.
--------Credentials--------
*Heroish is a game mode I play following expert heroic rules but without the Expert modular set.
(1-0) Expert Iron Man (+Infinity Gauntlet +3 Registration Mods)
(1-0) Heroic Iron Man (+3 Registration mods)
(1-0) Expert En Sabah Nur (+Moon Knight +Clan Akkaba)
(1-0) Heroish En Sabah Nur (+Moon Knight + Clan Akkaba)
(1-0) Expert Hammerhead/Raft Breakout (+Wrecking Crew +Tracksuit Mafia)
(1-3) Heroish Hammerhead/Raft Breakout (+Wrecking Crew +Tracksuit Mafia)
• Minion pressure test
(1-0) Expert Juggernaut (+Nasty Boys)
(1-1) Heroish Juggernaut (+Nasty Boys)
• Hp pressure test
(1-0) Heroish Red Skull (+Crime +Hydra Assault)
• Threat pressure test
(1-1) Expert Magneto (+Future Past)
(0-2) Heroish Magneto (+Future Past)
--------Coverage--------
Minions: Good
• Hawkeye and Show of Empathy are here to help.
Threat: Exceptional
• This is already one of Daredevil's strengths, but the added Blindspot, Squirrel Girl, and 3x Under Surveillance make scheme management very comfortable
Hp management: Good
• This is a vulnerability of Daredevil's. There are a decent number of allies in the deck for chump blocking, and Stealth Training can put in a lot of work. Endurance or Heroic Conditioning are viable adds to patch this up if desired.
Total value output: Great
• There is plenty of value generation here, capped slightly by the redundant copies of the upgrades I mentioned, which could be extra Avengers Mansions, for example, to increase total output. Every card is very powerful on its own, and at worst can pay for a Sense, so Daredevil generates consistent value every turn.
Burst damage: Good
• This is already a strength of Daredevil's, so I did not go out of my way to add more.
Setup pressure vulnerability: Medium
• Daredevil's sense deck lets him hit the ground running, but I have not added any extra high-tempo events, so you are sometimes susceptible to the order.
Steady/Stalwart vulnerability: Medium
• Blindspot and Stealth training are two of the deck's best cards which are rendered ineffective against steady/stalwart villains. There are still allies to block with and Under Surveillance to provide safety on the main scheme.
Overkill/Ally punishing scenario vulnerability: Medium
• The deck is rather dependent on ally blocking to survive, though it is easy to go to Alter-Ego form to avoid attacks and recover. Heightened Hearing becomes a much higher priority
--------Modifications--------
Adds: Endurance or Heroic Conditioning are strong adds to help survive against hp-threatening scenarios. Chance Encounter is another solid option as there are plenty of side schemes to help trigger it. An extra 1-THW ally like Ironheart or Wiccan can also be strong to make clearing 3-threat side schemes less awkward.
Cuts: The most logical cuts would be any of the redundant upgrades. It's easy to shave one Skilled Investigator as you are rarely unable to play the first one you draw, which can't always be said for Deft Focus and Under Surveillance. Stealth Training could go down to 1 as well.
Current: The deck is overall very current-friendly with the exception of Skilled Investigator from Rise of Red Skull and Specialized Training from X-23. Skilled Investigator is a big loss as nothing comes close to its power level, but Avengers Mansion could serve a similar function. Any of the adds from above are fine replacements too. Specialized training could be replaced by Lay the Trap or Superpower Training.
--------Play Tips--------
A good default with this deck is to think about how to trigger Enhanced Olfaction as often as possible (and use the discount). The more you do so, the more "free" resources you will get.
Karen Page and The Man Without Fear are nearly must-plays the first time you draw them. This is an advantage to playing multiple copies of other key upgrades. You don't have to wait a whole deck pass to see them again if there is something more urgent to play.
Depending on the scenario, look for opportunities to get your deck down to one or two senses that have high impact. For example, Heightened Hearing against an overkill or ally-punishing scenario or Radar Sense against a minion onslaught. On the other hand, be careful to strand senses on board like Radar Sense on the villain or Superior Taste on the main scheme when a minion or side scheme requiring immediate attention might come out. This tension makes Daredevil so tricky (and fun) to play!