Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
Jacinto · 1020
Echo makes deckbuilding fun. You can just pick a two-cost event and build around that event. Thanks to Photographic Reflexes, you instantly have an extra six copies of that event in your deck.
In this deck, we're building around Mission Planning. With it, allies don't take consequential damage. The only prerequisite is that you get a player side scheme in the victory display first. So we want to do whatever we can to pump up our allies' stats, then let them go to town on the villain. So how do we pump up their stats and keep them alive?
- Righteous Purpose gives all allies +2/+2 when they have 1HP left, so we want to live on the edge and get those allies to within a heartbeat of death.
- Defensive Formation can give them toughs when they are at 1HP, so they don't get defeated by any nasty villain shenanigans.
- Sidearm gives +1 ATK and ranged (important for those pesky villains with retaliate)
- Inspired gives +1/+1
What allies are we pumping up?
- Misty Knight gets +2/+2 when she has a tough status, so she pairs very well with the Defensive Formations we've included.
- Hulk gets +1 ATK every time the villain attacks you, so he can turn into a real menace after a few rounds.
- Iron Fist is going to serve another purpose in this deck: our defender. He can essentially defend for whatever his ATK stat is, and it's possible to get his ATK up to 6 with Inspired, Sidearm, and Righteous Purpose, making him a perfect defense champ.
Iron Fist being able to defend gives us another benefit in multiplayer: he can redirect attacks from other players to you, powering up Hulk even more. Let Echo absorb her own activation from the villain, and let Iron Fist block for a teammate, giving Hulk two counters each round.
So how do we play the deck?
Mulligan targets:
- A player side scheme
- Daredevil: this deck works great if another player is already playing him. Spamming See No Evil, Hear No Evil lets you keep minions/threat low while you get your allies set up. However, if no one else is playing him, you'll need to get him out while you set up.
- Muscle Memory/American Sign Language
Then, get your allies out, get them to 1HP, use Mission Planning and toughs to keep them alive, and go to town. It's that easy.
Don't worry too much about paying for allies the first time through the deck. You can tread water for the first deck pass, which goes pretty fast thanks to Face the Past & Assess the Situation. And Make the Call is a great way to grab them out of your discard pile over and over as well, since Photographic Reflexes gives you a way to play it multiple times.
If you are playing with someone else playing Daredevil, the new rules allow you to remove the signature ally from your deck. In that case, just throw in another Assess the Situation.