An Eventful Day

Card draw simulator

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Derived from
None. Self-made deck here.
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Stef · 24

This is the deck I used to run through the Rise of the Red Skull campaign at 3-player count. I was the main thwarter (partners: Aggression Hawkeye and Protection/Leadership Spider-Woman). It's a cookie-cutter Ms. Marvel Justice deck, and it gets the job done reliably.

NOTE: You can achieve very similar results with a simpler deck that uses less packs.

GENERAL STRATEGY

  1. You want two out of the three following cards out as soon as possible: Aamir Khan, Biokinetic Polymer Suit, or Shrink. Mulligan hard for two of them, with all three forming the basic setup. Once you have those three cards, the fireworks begin.
  2. As Justice, you can and should flip regularly. Aamir Khan should be used every turn if possible: it smooths out your draws, allows you to recycle cards, and deal with "discard from your deck effects". Eventually you want to get Bruno Carrelli to help with the same tasks. I found Bruno to be useful for huge burst turns, but remember, he can only stash cards if you are alter-ego. Sometimes you won't have the luxury to take the time.
  3. Use Enhanced Awareness, Sense of Justice, and Biokinetic Polymer Suit to have steady resource generation. All your events are cheap (2 resources max), so should easily be able to play two per turn, maybe three with full setup. Nakia Bahadir and Helicarrier are also useful, but remember that they won't trigger the secondaries of Multitasking and For Justice! on their own. Skilled Investigator is your other card draw (together with Aamir Khan), and you can activate it in other player's turns.
  4. Shrink is seriously broken in this deck. Multitasking becomes 4+4 thwart, Clear the Area usually clears a side-scheme and draws a card, and Lay Down the Law is just stupid (6 thwart for 1 resource). Even Sneak By doing 5 thwart for 2 is acceptable, and it is the worst thwart in your deck!
  5. It goes without saying, but NEVER-EVER use your basic abilities. Morphogenetics should be use each and every turn, unless you need to REC.
  6. Teen Spirit is a blessing and a curse at the same time. As other deck-builders have pointed out, it's best used to guarantee an extra resource for a set-up turn. You want to use it sparingly, as you might end up milling a lot of Justice and Basic Cards (note that a lot of your supports and upgrade are hero cards, i.e. they won't go back in the deck). Doubly-so in the late game: once you have your supports and resource generator out, you should avoid triggering Teen Spirit unless you are desperate for an extra thwart event.

ABOUT ALLIES

  1. Allies are not critical to this build, and resource / card draw setup should have priority. Nonetheless, they do still provide value. Quake is really good for her cost: in multiplayer you can coordinate with your allies to get value out of her trigger (e.g., minions with 0 thwart, or minions with 1 thwart and a lot of damage on them). Agent Coulson always fetches Counterintelligence, which gives your a buffer against Advances (notably it's not a thwart, so it bypasses Crisis and Patrol). It's a good idea to hold off his activation until alter-ego turns, so that you don't get burst-schemed a times when you can't react.
  2. Beat Cops are thwart machines. You probably won't use their secondary unless you get stomped by an Edison's Giant Robot or a Ronan the Accuser. If you get them early, it's worth sacrificing a turn to get them out, since they allow you to do minor thwarting every turn. They also work well with Skilled Investigator and Clear the Area (help you hit the triggers). They are expensive (3 resource for a card that doesn't help you set up), but powerful enough to justify the investment, if you get them early. Late game, events are almost always better.
  3. Red Dagger might as well have a blank text. Most of the time you don't want to spend the 2 resources to bounce him, and you don't want to spend the 3 resources to bring him back. Just treat him as a good 3 cost ally.

DECK VULNERABILITIES AND POSSIBLE CHANGES

  1. This deck is frail. The only real defences you have are Wiggle Room and your 5 REC. Given you want to spam Morphogenesis every turn, the latter is really only for desperate circumstances. A protection teammate is a life saver, as is a leadership one that is dedicated to babysitting you. If you want more bulk, you can swap 1x Helicarrier for 1x Endurance (the resource base is still solid). Note that you have allies, but many times I found myself using their trigger for the extra thwart and damage, and asking my teammates to cover for me.
  2. You have more damage that it appears, by combination of Embiggen!, Swift Retribution, and Big Hands. A 6 nuke is enough to kill most minions, which is the best way to use your damage. Leave the villain to your aggression / leadership partner(s).
  3. If you are the main thwarter of a large group (3 or 4), you might consider swapping Wiccan for another Beat Cop. The loss of a blocker can be compensated by a teammate, while the Beat Cop is a more reliable source of thwarting for long games (as the high-player count ones tend to be).

CONCLUSIONS

This deck is great fun to play and requires a lot of on the spot decisions (what to bounce with Morphogenetics, when to flip to hero and burst, and how to stack your deck with Aamir Khan, ...). If you want a strong, high-event hero, you can't go wrong with Ms. Marvel.

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