Quicksilver mass damage build (82 max dmg)

Card draw simulator

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Derived from
OTK Quicksilver Leadership (2.0) 72 56 4 2.0
Inspiration for
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BoomBotti · 7

Max 82 damage in 1 rd build. Not sure which cards to toss to get down to 40. I like a good boost cancel from Target Acquired. Maybe 1 less of Earth's Mightiest Heroes or Strength In Numbers. Deft Focus comes into play at the end, but might not be important.

The goal of this build is to ready Quicksilver over and over for a major damage round. Initially, the goal is to just thwart every round and keep things alive and on the board. Later, you will have up to 12atk per Quicksilver activation, and you can use cards to keep re-readying him.

Allies: Allies exist for 3 reasons in this build. All these allies are cheap and/or have an effective special ability. They are also all Avengers.

  1. (Early Game) Card Draw. Strength In Numbers will let you draw as many cards as possible to help put all your Upgrades and Supports Down.
  2. (Mid Game/End Game) Exhaust to re-ready Quicksilver.
  3. (As needed) Sacrifices and Thwart. Sometimes, you need to spend an ally to keep on going. Early game thwarting can also be helpful, since they won't be taking more consequential damage later in the game.

Supports: Supports are prioritized as: Avengers Mansion, Avengers Tower, Team-Building Exercise, Helicarrier, Quincarrier, and then Serval Industries. I don't anticipate flipping often here. Especially if played with a Protection Captain America.
Avengers Tower allows you to have an extra ally and the -1 cost makes it better than TriSkellion long term. Team-Building Exercise lets you bring out most allies for free if Avengers Tower is already down, too

Upgrades: Upgrades are broken into 3 parts as well.

  1. (Early Game) Friction Resistance, Deft Focus, and Accelerated Reflex/Hyper Perception/Reinforced Sinew are your best plays. If you can play these, do it.
  2. (Mid Game) Get down as many Adrenaline Rush cards as you can for later. Symbiote Suit can be put down as well. I would not put this down until you are about 3/4 of the way through your deck the first time, or have already gone through once.

Events: Spend your events in the early game to put your supports and Upgrades down. The major exception is Strength In Numbers once you have 2 or 3 allies down. This is great to cycle the deck and get to the cards you really need. In the mid/end game, these events will be what keeps you attacking in huge quantities. Deft Focus will help play any of the Quicksilver specific cards here. Always Be Running mixed with Friction Resistance will let you run these for free as many times as possible. Earth's Mightiest Heroes will also allow a new ready that can get you a resource from Friction Resistance that you can use for Maximum Velocity (should use that at the beginning of the turn, though).

Notes: play the support, ally, and Upgrade cards early. Get Symbiote Suit down mid game. Then, stack your hand with events to re-ready. You should be able to get to following atk bonuses: Quicksilver = 1 ATK base Reinforced Sinew = +1 ATK (permanent) Symbiote Suit = +1 ATK (permanent) That's a base of 3 now.
Save up all 3 Adrenaline Rush cards to play in 1 round = +3 ATK (1 round) Maximum Velocity = +2 ATK (1 round) Morale Boost = +1 ATK (1 round) Morale Boost = +1 ATK (1 round) (if you have a second) Morale Boost = +1 ATK (1 round) (if you have a third) Avengers Assemble! = +1 ATK (1 round, also re-readies you 1 time).
That's 3+3+2+1+1+1+1 = 12 ATK in 1 round max.

Assuming all allies, supports, and upgrades are down, that ideal round would look like this: Begin phase in Alter-Ego form for 6 cards in hand, then flip at start of turn.

  1. Start at 3 ATK with 6 cards in hand (Avengers Assemble!, Maximum Velocity, Strength In Numbers, Morale Boost, and Earth's Mightiest Heroes.
  2. Discard all 3 Adrenaline Rush cards for +3 (6 ATK).
  3. Exhaust Avengers Mansion to draw 1 (7 cards) (ideally another Earth's Mightiest Heroes or Morale Boost or Always Be Running.
  4. Exhaust Quincarrier and Deft Focus for 1 resource and a lower superpower
  5. Play Maximum Velocity for +2 (8 ATK) using those 2 resources (6 cards left)
  6. Exhaust Friction Resistance for generate a resource
  7. Play Morale Boost for +1 (9 ATK) using that resource (5 cards left)
  8. Play Strength In Numbers to draw 5 cards (Stinger is free). Ideally, you get more of Always Be Running, Morale Boost, or Earth's Mightiest Heroes. (9 cards left)
  9. If you have another Morale Boost, play it using Helicarrier for a resource for +1 (10 ATK). (8 cards left)
  10. Attack with Quicksilver for 10 ATK
  11. Play Avengers Assemble! to re-ready all Avengers (including quicksilver). Re-ready Friction Resistance. Costs 4, but hopefully you have a +2 resource in there) for +1 (11 ATK). (3-5 cards left)
  12. If you have another Morale Boost, play it by exhausting Friction Resistance for a resource for +1 (12 ATK). (2-4 cards left).
  13. Attack with Quicksilver for 12 ATK (22 total so far).
  14. Use Quicksilver's ability to re-ready and re-ready Friction Resistance.
  15. Attack with Quicksilver for 12 ATK (34 total so far).
  16. Play Earth's Mightiest Heroes to exhaust an ally and re-ready Quicksilver and Friction Resistance. You could also play Always Be Running using the Friction Resistance resource. (1-3 cards left).
  17. Attack with Quicksilver for 12 ATK (46 total so far).
  18. Play Earth's Mightiest Heroes to exhaust an ally and re-ready Quicksilver and Friction Resistance. You could also play Always Be Running using the Friction Resistance resource. (0-2 cards left).
  19. Attack with Quicksilver for 12 ATK (58 total so far).
  20. Play Earth's Mightiest Heroes to exhaust an ally and re-ready Quicksilver and Friction Resistance. You could also play Always Be Running using the Friction Resistance resource. (0-1 cards left).
  21. Attack with Quicksilver for 12 ATK (70 total so far).
  22. Play Earth's Mightiest Heroes to exhaust an ally and re-ready Quicksilver and Friction Resistance. You could also play Always Be Running using the Friction Resistance resource. (0 cards left).
  23. Attack with Quicksilver for 12 ATK (82 total max attack!)

Obviously, the ideal round would be REALLY hard to pull off to maximum damage potential, but I think 40-50 damage should be pretty reliable once set up.

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