Jessica Jones (agression theory craft)

Card draw simulator

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Derived from
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Swimfish2005 · 1

This is the beginning of my theory deck for agression. Most of the Jessica Jones decks I see are utilizing her as a thwart machine to get as many counters as they can to two shot the boss. I want to use her surprising damage output and flip down flip up (referred to as flip flopping) to wittle the boss down to low Hp and use the alt condition to finish the villian off.

Things Jessica Jones is good at:

Multiple readies: she has an inate ready with "breakthrough" and she has access to readies with "ready for a rumble" and flip flopping.

Hall of heroes card draw: she can flip flop every turn meaning she can dive down and get 3 more cards, or take a safety heal if necessary.

With the above observations we can auto include 2 copies of "Ready for a Fumble" and 1 copy of "Hall of Heroes"

Use for the readies: she is a 321 heroes with the coveted 3 thwart in solo and I see why you chose justice. However with a few cards we will see a hidden agro hero emerge. Innate agression, agressive conditioning and combat training. With innate card on turn one we become a 331 putting our attack on par with most typical agression heroes (she is Jessica Jones) Add the AC and CT we will have a 351 Stat line. We even can dumb down with that nebula card no one plays with to get a 261 Stat line.

Now included cards: 2: Ready for a Rumble 1: Hall of Heroes 1: Innate Agression 1: Agressive Conditioning 1: Combat Training

End of night 1 theory crafting.

Player Side Schemes:

This is where we get into the meat of what I have vs what is available. I don't own Iceman, but I do own X-23, Thor, Valkyrie, Sp//DR... (see my favorite archetype and surprisingly I play ranged characters in Table Top RPGs) so we have 3 agression player side schemes and I own 2 of them.

Keep them busy: simple this allows us to have a panic dual thwart with a potential trigger of our alt win condition.

Locked and loaded: also an keep. This one means we need to add a weapon, preferably 3 cost for benifit:

Theory weapons:

Godslayer: situational and would require us to add a couple of mean swings to make use

Hand Canon: this would be my pick and it will become apparent in the next update with a few upgrades why, however I don't own GMW and don't have access.

Jargnborn: One of agressions most reliable this means we add one or two mean swings to increase damage and then also add a strength resource fix for max tempo.

Build support: Quinn carrier classic

Spec training: versatile, about to die add health, need some thwart add thwart, punch harder... always.

Defend our City: the duo card for Jessica is amazing thwart mitigation and healing, just what a brawler ordered.

Second chance is an amazing way to get you cards back in your deck especially our attack cards, more on that latter. Could be cut

Supper power training is surprisingly mid, keeping it to switch between jacket and now I am angry but it could be cut

Alright so we added all the player side schemes:

New cards: 1: Build Support 1: Quinn Carrier

1: Defend our City 1: Unbreakable Bond

1: Locked and Loaded 1: Jargnborn 2: Mean Swing 1: Enhanced Physique

1: Keep them Busy 1: Specializes Training 1: Super Power Training 1: Second Chance

Final notes: Iceman scheme adds and attack card and increase damage, it is a good close out and would be an include however we are currently siting at 34 cards so I would switch ot out for second chance.

End of Night 2

Alright it's the day I can potentially post with the allies. If you are early to this one you will see a vomit of allies in the deck and their is a reason:

  1. Jessica Jones can play an ally for reduced from her deck, this is broken as all heck turning her into an ally spitting fiend. The catch is that they are only in her deck and only for a reduction of 2 cost.

  2. 40 count is a niche number.

Okay let's look at the rule of 40 card decks. (By rule I mean the social current expected.) The meaning behind the 40 card is that after your first deck pass you should have played/cheated out 5-7 permanent cards onto the board so when you go to reshuffle your access pool to cards is smaller so you ability to get you win condition(damage) quicker.

Examples:

I play spiderman (PP) I want to get my swinging web kicks to win the game. Say I need 2. If I had a 45 card deck with 5 permanent cards I go into a fresh deck of 40 cards with a draw of 5 (assume villian stunned since I don't want to redo the math with spicy sense) that means [40!/(5!(40-5)!)] Possible hands [658,008] and our chance of pulling 2 of the 3 swinging web kicks [[3!/2!(3-2)!] X [37!/3!(37-3)!]] Wining hands are 23,310 meaning our chance of winning from a fresh deck in a single hand is 3.5% (23,310/658,008)

Now the math with a 40 card deck with the same 5 permanent cards out of the deck

[35!/5!(35-5)!] = 324,632 unique hands [3!/2!(3-2)!] = 3 [33!/3!(33-3)!] = 5455 3 x 5455= 16,368 hands with the winning condition

Odds of drawing first hand from a fresh deck: 5%

So you must make sure the 5 extra cards actually are more impactful than the 1.5% decrease of winning.

Now some of you may of caught on to what I was laying before the number vomit. The above is the math work for the single win condition of damage. Jessica Jones has 2 win conditions. Which adds some more fun to the creation and means we the community will need to rethink the "meta" for her. Now I get this deck won't out perform a solo justice deck, but that isn't the reason to make the deck. Gimmick decks are fun for 3 hands and then they wareout (looking at you hercules).

Long story long when we look at Jessica Jones in other aspects we can bend and break conventional theory since she already breaks conventional concepts of the game. I feel that we can increase her base deck size beyond the standard 40 since:

A 7 of her cards don't return to the deck when she completes them.

B. She can summon an ally at will putting the extras as a Swiss key approach and not a deterrent.

Stepping off the soap box we look at the allies:

Discount Gandolf (Nick Furry) Blocking Bird (MockingBird) Dumpster dog (lockjaw)

These are staples and will remain (mocking bird could be removed)

Hellcat vs grant ward

Their could be something said about one over the other. We are a defender so if we draw hellcat we can play her, but if we flip flop for her she will cost us 2. Will need to test play to choose one over the other (one to be removed)

Legion:

I was looking at the spread of resources and saw that legion will be functionally immortal in this deck but he can me cut (1 optional)

Melinda:

I mean if I could have a card that look at the top 8 cards of the encounter deck pick one shuffle the rest back into the deck and place my chosen card on top of the deck to control what snooping around pulls I would do that, maybe have 2 of those. But that is an oddly specific card so we have Melinda instead.(See you in November!)

She-hulk:

More for theme than use. She can thwart then smash face twice or thwart smash thwart. Very versatile. Might splash a first aid if I find her more useful.

Brawn: he is awesome. Attack and thwart in one go, 5 health to tank a hit. Keep.

Hulk agro: (hmm seing a patern here): our deck is currently 18 v 13 on damage and discard. Could easily leave out

At this time I don't own Luke Cage so no Basic Hulk but could switch.

Angela is a hold over for overkill but this deck is swinging away from overkill and into pugalist brawler. Will probably leave her out.

Looks like this will be the night I publish this. For those who see it at its 1.0 it is an incomplete deck. I still need to remove a few allies and see what events I want to add. If you want to recommend something please do.

End of Night 3

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