Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
PMM · 16
Build three Allies. Turn them into cards and resources. Then let Quicksilver do Quicksilver things.
This is a beginner-friendly Quicksilver Leadership deck built around one simple idea: get Allies onto the table as quickly as possible, keep 2–3 of them around, and use them to accelerate through your deck.
The Allies aren't primarily here to do the fighting for you. In the early game, I usually avoid attacking with them or taking consequential damage unless necessary. Their first job is to stay on the table and power two old but extremely effective Leadership cards:
Strength In Numbers turns your Allies into card draw. With three Allies in play, a 0-cost event can draw you three cards and push you much deeper into Quicksilver's kit.
Band Together turns the same board into resources. Three Allies means three wild resources, giving you a very efficient way to pay for whatever all that extra card draw finds.
Together, these create a simple engine:
Allies → Cards → Resources → Quicksilver cards → More readies → More actions
Why Quicksilver?
Quicksilver doesn't really need his Allies to carry the game for him.
His 15 identity cards already give him an extremely reliable engine. The important part is seeing those cards as often as possible.
The faster we cycle the deck, the more frequently we find cards like Friction Resistance, Always Be Running and Maximum Velocity. Once Quicksilver is set up, every additional ready becomes another opportunity to make use of his boosted basic powers — while Friction Resistance helps keep the whole thing funded.
Even with an unlucky hand, the deck is relatively inexpensive to play, so it is difficult to have a turn where Quicksilver contributes nothing.
And when the draw engine starts working, the deck gets fast.
Very appropriate.
The First Few Turns
The priority is simple:
Get to three Allies.
The deck includes roughly 11 cards that help you find or establish an Ally early, making the opening remarkably consistent.
With a six-card opening hand, even before considering a mulligan, you have roughly:
88% chance of seeing at least one of those cards 54% chance of seeing at least two
Mulligan aggressively for your early setup.
Don't worry too much about squeezing value out of every Ally immediately. If possible, keep your first two or three Allies healthy.
Once you have your engine established, the rules change.
The Fourth Ally Is Where the Fun Starts
Once you already have 2–3 Allies supporting Strength In Numbers and Band Together, additional Allies become expendable.
Now the older Allies can start attacking, thwarting and blocking.
Use them.
Let them take consequential damage.
Throw them in front of a villain attack.
Then play the next Ally and refill the slot.
The goal isn't to build a museum of Allies that never does anything. It's to create a conveyor belt:
Keep 2–3 Allies → Draw cards / generate resources → Use an Ally → Replace it → Repeat.
This lets the Allies contribute offensively and defensively without sacrificing the engine that makes the deck work.
How Difficult Is It to Play?
Not very.
There are plenty of small sequencing decisions if you want to optimise the deck, but you really don't need to understand all of them to make it work.
For a completely new player, the game plan can honestly be reduced to:
- Play Allies.
- Get to three.
- Use Strength In Numbers and Band Together.
- Start cycling Allies.
- Let Quicksilver go fast.
Or, even shorter:
Get three Allies, then just play Quicksilver.
The deck will usually take care of the rest.