Bobbi's Rubber Band

Card draw simulator

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Derived from
None. Self-made deck here.
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Fromundaman · 112

When it comes to our Mockingbird, She'd Rather be With You, and this deck is all about making that happen.

Mockingbird is to my knowledge the ONLY card that is both Avengers and SHIELD traited. This gives us options no other ally in the game allows. Our goal is to use an abundance of resource generators to bring Mockingbird into the field where she'll activate once or twice with buffed stats, take a hit and return to your hand to do it all again next turn. On top of all of that, she'll do 2 damage every time she comes into play thanks to the new Sky-Destroyer card. Once this is set up, it will require no resources from your hand, allowing you to play all of the Hawkeye cards in response to the immediate board state.


So how do we set up?


The first thing to establish are our resource generators. Our core cards for this are the Government Liaison, Helicarrier, Avengers Tower, Quincarrier, and Team-Building Exercise. You do not need ALL of these out to get this deck working. Once you have any 3 out you can start playing Mockingbird every turn for free. If you can get 3 plus a Quincarrier then even her damage prevention effect becomes free. Anything else just allows you to give Helicarrier and Avengers Tower to other players, though Helicarrier can also be used on anything else. Government Liaison can also be used once you have a surplus of resource generators to play Sky-Destroyer, Maria Hill and Command Team. Since all of these resource generators are basic cards, we have both The Power in All of Us to help speed up our setup. This means you are now starting the deck looking for any of 7 resource generators and any of 5 double resources to play them. These, and of course Mockingbird, are what you're looking for on your opening hand.


Allies


This brings us to our allies. Almost all of our allies are Avenger's traited so that we can take advantage of Mighty Avengers. To that end, why include Maria Hill you might ask? I tend to play in 3-4 player games, and helping the whole table draw is incredibly useful, especially if I have the resources to do it for free. She also serves ass a decent chump blocker before Mighty Avengers comes out, helps cycle for the important cards, and can be brought in and killed off in the same turn thanks to Command Team. This will allow you to make the whole table draw, remove 4 threat, then get the benefits of Mighty Avengers back for the rest of your allies. She is admittedly not necessary to the deck though and can be taken out. Every other ally is there to either help cycle, chump block, or both while also having the buffed stat line from Mighty Avengers. They can also all be made free through our resource generators if need be.


Other important cards


-Sky-Destroyer is an incredible card in this deck. Since Mockingbird is SHIELD traited and is going to enter play every turn, that's 2 free damage on anything every single turn.

-Command Team allows us to cycle Maria in and out on the same turn, but also allows Mockingbird to get a second activation before activating her damage prevention. Combined with Earth's Mightiest Heroes it also allows you to re-ready Hawkeye for either another attack or more likely another arrow event.

-Mighty Avengers really helps your deck ramp up. This lets every ally do more which is especially important since you know you'll have at least 1 ally activating every turn, sometimes more than once.

-Call for Aid helps you find chump blockers early before your gameplan is set up. It can also be used later on though to get more characters in the field to be affected by Mighty Avengers and Avengers Assemble!.

-Hawkeye's Quiver is not really as high of a priority as most of the other cards mentioned so far, but it is what gives you flexibility. The arrow events let you have immediate impact wherever it is needed at a moment's notice. Once the resource generators are set up, Mockingbird will take every hit and come back out for free, which frees up your resources to manage anything on the board before it gets out of hand. Quiver will let you stockpile those "solutions" so that you can in fact play whichever one suits the situation. If you get it early, it is still worth playing to stockpile arrow events and take them out of the deck. This means there's less cards to go through to find the important pieces you need. Well worth the 1 early resource cost.

-Expert Marksman: This is kind of low on the priority list, but once the resource generators for Mockingbird are on the table, you can start to set up the resource generators for your arrows. You probably won't be struggling for resources by the time you set these up, but saving even more resources means you will eventually be able to play arrows, Mockingbird, Avengers Assemble and maybe even another ally or Command Team on the same turn.

-Avengers Assemble! is the late game hard carry card. You play this once you have a good resource engine set up and the game should not last long after you start playing this card.


Conclusion


Hope you enjoy this deck. It's been tested in 2p Expert Sinister Six, 4p Standard Venom Goblin and 2p Expert II Mysterio so far to great success.

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