Black Panther

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
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darthweasel · 1

This deck is based on a prior (and slightly superior) iteration that was based around having no events, getting as many cards on table as possible and spamming multiple Wakanda Forever's every turn via massive card draw.

The weak parts of this deck by far are Martial Prowess (a card literally only in there as I had to get to 40 cards and all the other useful cards were in other decks...it does not work with a single card in this deck. Its value is A) playing a card permanent and B) removing to Caught off Guard type effects), Boot Camp and Lie in Wait. All of those need to come out and if I ever stop having decks built for every hero I would flip them out in a heart beat, likely for some combination of Spider Girl, Tigra, Sentry and/or Brawn.

To make this deck work you mulligan hard for Golden City, pieces of armor and double resources. I routinely toss Wakanda Forever from my opening hand, even extremely valuable cards like Helicarrier, Avengers Mansion, Quincarrier...pass. I want a minimum of 2 armor pieces and get them down turn one. Golden City > an Armor Piece turn one.

Occasionally you will have Golden City and a couple doubles, the other day I got Golden City, 2 pieces of Armor, and Hall of Heroes down on turn one, by turn two I was playing 2 wakanda Forevers with all four armor pieces down. Not going to say how the game went, but it laughed off the Mutagen Formula Expert...

Anyhow, your first run through the deck you are using Allies to keep threat and minions managed while you get the 4 armor pieces and Golden City down. You should have 6-7 perma-cards played by time you cycle once on maybe turn 3, 4 at worst. If you are holding or playing Wakanda Forevers, it is less efficient long run.

Each subsequent run through you want to get 3-6 cards permanently played. Once you do you are flipping every turn. This lets you draw 2 for Golden City every turn, 1 for Avengers Mansion, often 3 (depending on Scenario) for Hall of Heroes, 3 for Nick Fury often, 1 for Ironheart...I can tell you a turn where you have his base 6, draw 2 for Golden City, 1 for Avengers, 3 for Hall, flip up, play a Nick and Ironheart for 4 more...you can rip a hole in the universe. He does not draw as much as some decks...but he draws a lot for what he is trying to do.

You usually want to take attacks undefended to maximize use of Vibranium Suit.

When you are playing 3, 4, even 5 Wakanda Forevers in a single turn you will find his damage output is stupendous.

Additionally, you have so many resources I seldom if ever struggle to play the high cost guys like War Machine, Nick Fury, Heimdall any time I want to and often play 2 of them and 3 Wakanda Forevers in the same turn.

Into The Fray is fantastic as you can easily manipulate minions to one HP and then take off 5 thwart. That is about my favorite new card.

So this deck takes his "jack of all trades, master of none" and wrecks face. Not too long ago we were playing a four player game where every player had 2-4 minions (there were I think 12 total) and a couple side schemes. I happened to get off 5 Wakandas doing over 40 points of damage and was still able to take off 5 thwart with Into the Fray and use Black Panther Twice.

This is a bit slower to set up deck so will struggle solo against things like Mutagen Formula expert, Ultron Expert, etc. but it shines multiplayer and outside of those two scenarios I have had no issues.

In most scenarios my biggest issue has been taking enough damage to make Vibranium useful. I love getting Shadows of the past and letting Killmonger stay around as long as possible, just taking retaliate, but any minion will do.

For what it is worth, the Protection version might be better in that you have zero non-Wakanda events (and Ancestral because it is required) and can add Brother Voodoo to search for a Wakanda, but so many of the cards run counter to what I want to do...I don't want to defend so Armored Vest, Electrostatic Armor, Energy Barriers, they are great for thinning the deck but if I am using them the deck already is not working.

As is, I routinely have 20+ cards on the table by turn 3 and with my card draw power I draw into 2-4 Wakadanda Forevers virtually every turn. With Helicarrier and Quincarrier, paying for them is no problem at all and I still have plenty of resources to do other stuff as needed.

I love this deck, have had a fantastic time with it. I played 24 games with the Protection version, am just 8 into the Aggression version and still learning some of the ins and outs but if you are looking for a damage machine that can still thwart well and is super fun to play, give it a whirl.

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