Card draw simulator
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Michaelangelo · 4000
This deck is part of Project Post-con: building a ready to use deck for each existing hero, just using the available card copies of buying each pack once. This does not only enable fast pick-and-play, but it also makes each deck feel unique, as not everyone is using the same powerhouse cards. Each deck is intended to be fun and usable in expert mode, but none will be the absolute strongest possible due to the card limitations. Looking for other decks? Search for the Post-con tag.
Project Post-Con Build 2.0
Completely new deck since V1.0
With the release of Sinister Motives came a new justice archetype: S.H.I.E.L.D., which happens to fit Carol like no other. This play style not only synergises with her S.H.I.E.L.D.-funded Alpha Flight Station, it also enables here to flip more than ever and still use most of her cards after flipping to AE. So this deck is build completely from the ground up since the previous version, keeping only some resource cards. Luckily, there is a very happy with out there, who is glad to take over some of Carol's previous commander duties (see the new Scarlet Witch build).
Any threat on any scheme? Not long once Carol arrives on the scene.
RESOURCES
Carol has the resource efficiency to build up her S.H.I.E.L.D. structures fast, through her innate card draw and Energy Absorption. Added the three basic energies and everything seems cheap. Once build, mainly cheap cards remain, so energy absorption can then always go into Energy Channel for some extra damage in this yellow deck.
ALLIES
Four allies, but all critical. Most of them serve a double role as actual allies and S.H.I.E.L.D. card to exhaust.
- Spider-Woman is the main exception to the rule as the only none-S.H.I.E.L.D. ally. But as much as Carol likes to flip, the confuse is certainly worth it, especially if your S.H.I.E.L.D. supports are not built yet.
- Agent 13 is one of the core gears in this deck. Her prime target s typically Alpha Flight Station, essentially giving you not only deck cycling, but a net card gain each activation if in AE. Basically, she becomes the Capt. Marvel signature ally from Spider-Woman. Field Agent's keep her alive, meaning this second in command to Carol should never have to leave.
- Monica Chang spawns out your needed S.H.I.E.L.D. supports through Surveillance Team. This means each time she enters play, she basically adds 3-6 threat removal depending on the amount in play. You either want to keep all teams in play to serve as input for your events, or use up one, so she can replace it next time she enters play.
- Dum Dum Dugan is great late game to get the final damage out. Though early in the game, he is yet another exhaust for your events.
UPGRADES
- Heroic Intuition is widely available to the project, so no reason why you shouldn't include one.
- Captain Marvel's Helmet and Cosmic Flight are both nice to get out to get some extra bulk, but neither are necessary to get out early.
- Energy Channel is good to get onto the field for any resource you don't need at the time, to make optimal use of your hand. This consistent damage option is also for a justice deck.
- Enhanced Reflexes makes sure you always have for your card draw ability to search for the right combo's. Furthermore, it works wonders with Vision or energy channel.
SUPPORT
Most support cards here serve a double function: their actual ability and to serve as an exhaust for Homeland Intervention and Global Logistics.
- Alpha Flight Station further increase your insane card draw, and as explained in the ally section, it works wonders with Agent 13.
- Surveillance Team is nice to continuously add onto treat removal. In many cases however, these will be exhausted for your events. And easy enough, Monica Chang puts these down with high efficiency.
- Field Agent should at least once per turn give you a free Agent 13 action, to chain into Alpha Flight Station or anything else useful. Don't use them on Monica Chang, as you want to be able to recycle her asap for her entry ability.
- Government Liaison will help pay for most of your cards, even a second Liaison. Don't forget, you can only use one per card played. I would have only included 1, if not that these are very efficient and easy to use for your event exhaustion when you don't need the resource for a second S.H.I.E.L.D. card that turn.
- Helicarrier further increases your awesome resource availability and hey, it's another S.H.I.E.L.D. card, so it's basically a given for this type of deck.
- Sky-Destroyer is just the cherry on the cake, giving consistent (free)damage for a justice deck.
EVENTS
- Homeland Intervention is her major thwart event, outclassing even most signature thwart event in this entire project. The only requirement is to have sufficient S.H.I.E.L.D. cards out, which never should be an issue. Just mulligan them away first turn.
- Global Logistics is a close second for efficiency, as it gives control over the entire villain phase (at least up to 2p, as you see then 2 boosts and 2 encounters). Order the boosts to hurt you the least and discard the most painful ones (typically those with an awful boost ability and encounter effect).
- Crisis Interdiction and Photonic Blast are ok for THW/ATK respectively, but often will be resources unless in a pinch for either.
- Meditation, finally, is to help build-up the more expensive cards in early game.
In conclusion, as long as Commander Carol is patrolling her S.H.I.E.L.D. troops, you will have to search hard to still find any threat on the table after her turn.