Captain America Teaching deck (aggression)

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
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theromeo3517 · 2059

detention

So, you're teaching someone Marvel Champions.

The Captain America Curriculum

Teaching someone to play Marvel Champions for the first time can be tough, with all of the card combinations, keywords, and rulings to puzzle through. The idea of this deck is to give it to a first time player, and tell them "Just try to play most of your hand each turn" and they will be effective no matter what choices they make. Also, Captain America is iconic Marvel. Everybody who knows marvel knows/likes Cap.

Simplicity

This deck is event heavy, so a new player won't have to focus on upgrading vs taking action now. The events that are included are simple and digestible, focusing on damage and stun.

Forgiving

It's hard to make bad choices with this deck as long as you are playing cards. No matter which cards you play, your doing damage, stunning, getting cheap allies out, or giving yourself more resources for future turns. Captain America's Helmet plus the abundance of stuns and cheap allies means there's a lot of survivability, and the opportunity to teach about chump blocking in a pinch.

Intro to combos

The deck has 2 obvious combos in it, that a new player will likely discover by accident, and get a hit of sweet combo dopamine. Super-Soldier Serum + Martial Prowess -> Drop Kick demonstrates that upgrades make your future turns better. There are a lot of resources in this deck to make drop kick hit. Stun + Press the Advantage is a very simple combo, but feels good to hit. A new player will love discovering that synergy.

Hero actions

That 2-2-2 stat block, plus "I can do this all day" means there's no bad choice for how to use your basic power. If the new player defends, they can pop back up on their turn and not feel bad about losing the activation. New players tend to focus on damage, which cap is good at. And if they branch out to managing threat or defending, cap can do that too.

The first play

For the first game, give the new player this deck, and grab your favorite justice deck as a pair. Rhino or Crossbones with easy mods are great first villains. Use your justice deck to keep the board clean and let the new player be the damage hero and burn the villain down. This deck is a little boring for an experienced player, but a ton of fun if you're new. Turns tend to line up and you see numbers go down and stuns pile up.

Graduation

After that first play, if they want to play again immediately then you have them hooked! Well done! Switch decks and have them play justice, or just grab them another more complex deck. Or if they like this one, grab a tougher (non-stalwart) villian. Leave a comment if you use this deck to teach a new player, and let me know how it went!

4 comments

Sep 11, 2022 teamcanadahockey2002 · 8720

My daughter has been learning with a Protection Spider-Man for how to manage the villian phase. This looks perfect for her 2nd deck to master and transition into dealing more damage... can't wait to try it out! Nicely done!!!

Nov 09, 2023 kingguni · 1

Excellent build! I made this for my wife, but I really enjoyed it to and ended up doing a 2-hand campaign through Red Skull!

Nov 12, 2023 kingguni · 1

Adding Jarnbjorn to the deck allows you to use a physical resource to do an additional 2 damage after an attack and it doesn’t need to be exhausted. This functions exceptionally with Cap’s Serum. Add an additional 4-6 damage per turn (2 basic attacks plus an attack event).

Nov 12, 2023 theromeo3517 · 2059

@kingguni excellent idea! I probably wouldn't have jarnbjorn in a deck for a players first game, but it's definitely effective here!