Kittypool: Intangible Blackout

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
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HeroicSkeleton · 396

Lights Out

Kitty is perfect for the 'Pool aspect. She ignores crisis icons with her Selective Intangibility ability, ignores amplify icons with her Phased form, and doesn't need to chump block so she can make full use of the 'Pool allies!

Strategy:

Stay in hero form, phased defend each turn, while chipping away with your 'Pool allies. Finish off the villain with a pair of hyper powered Bazookas to the face!

The Icons:

Crisis: By thwarting in phased form, you can completely ignore this. So stack up all the crisis icons you want, who cares! Keep in mind, your allies won't be able to thwart the main scheme, so have them attack instead.

Amplify: Similar to crisis, we don't really mind this one. Just watch out for villainous minions or the potential for multiple activations!

Acceleration: Having a few of these out isn't a problem. Especially if you have your upgrades to manage threat on the board (Blackout, Intangible Interference, and Stick-To-Itiveness.)

Hazard: This one is definitely the worst. Symbiote Suit can be worth playing at the right time for the extra draw and health. Plus getting an extra card from "I Got This".

Staying Alive

Basic Defending is always an option. But if you have Quick Shift, that's even better, as it lets you defend while keeping your basic activation to thwart. 'Pool introduces another way for her to do this, with Barely a Scratch. This card is great because you can wait to see how much damage you'll take first before you decide to use it. If you are in solid form this can put you back into phased, ready to defend again or ready to thwart on your turn!

Healing Factor is a key card here as we don't want to flip to alter ego, and this will deal with any chip damage you take from minions or extra villain activations.

Threat Management:

Blackout normally trades 1 threat removed for 1 resource. Nothing too flashy. But with this deck, we can consistently turn this into 3 threat for 1 resource! By combining this card with Intangible Interference, along with our crisis icon generators ( Ambush and Distraction), we will have threat handled each turn. (Note:Intangible Interference only removes threat from the scheme with a crisis icon, so it can't be used to remove threat from the main) The X-Jet gives us an way to trigger this every turn even when we don't have the right resources in hand. Before we have this combo online, Airwalk, basic thwart with Stick-To-Itiveness, and "I Got This" will have the threat covered.

Damage:

Our 'Pool allies will be providing consistent damage throughout the game. Shadowcat can ignore guard and patrol, making guard minions low priority targets. Headpool, Lockheed, and Bob, Agent of Hydra all have ways to sort of get around guard as well. Kidpool doesn't, but the piercing is very valuable. Play the Bazookas whenever you can, and use them as a finisher after building up icons with 'Pool allies, Distraction and Ambush. Live Dangerously is not something you want to have stay on the board. Use it on the final turn to combo with the Bazookas or alongside "I Got This".

Final Thoughts:

This deck has a very interesting and unique feel to it that highlights an underutilized part of Kitty's kit. I've taken it against both expert Klaw and expert Project Wideawake. They were great matchups that I highly recommend! Any scenario with a lot of icons (especially crisis), along with guard and patrol minions will make for a good fight.

If you want to cut that last card or make any swaps, you could try dropping Get Rage-y. Ambush and Distraction can be adjusted, depending on the scenario.

This is a solo focused deck, and can seriously mess up multiplayer games with the reliance on crisis icons. I think it could work in a two player game, but keeping the threat down could be tough if they flip to AE a lot. I'd recommend playing with a partner that does not flip a lot, or have them bring ways to confuse the villain.

5 comments

Nov 27, 2023 Crowscrowcrow · 1

"Blackout normally trades 1 threat removed for 1 resource. Nothing too flashy. But with this deck, we can consistently turn this into 3 threat for 1 resource! By combining this card with Intangible Interference, along with our crisis icon generators ( Ambush and Distraction), we will have threat handled each turn."

What does this mean? I don't see how this does anything with the way Intangible Interference is worded.

Nov 27, 2023 HeroicSkeleton · 396

@Crowscrowcrow Crisis states "While at least one crisis icon is in play, threat cannot be removed from the main scheme by any player." While in intangible form, Shadowcat ignores this effect and when you do so (like here with blackout) you can exhaust the upgrade to remove an additional 2 threat. Basically, it's an easy way to remove 3 threat for 1 resource, once per turn.

Nov 28, 2023 Crowscrowcrow · 1

@HeroicSkeleton No, it is not removing an additional two threat from the main scheme. It is removing two threat from whichever Sidescheme has the crisis icon printed on it.

But since your Crisis Icons are on upgrades, they have no threat to remove and Intangible does nothing.

Nov 28, 2023 HeroicSkeleton · 396

@Crowscrowcrow Oh, I see what you are saying! You are correct, it has to be on the side scheme itself. That was actually part of the original build and why I specifically was playing this vs Klaw and Project Wideawake. They start with it out in the beginning of the game and you can keep it there. Somehow I forgot about that detail when I finally got around to the write up. I'll change the write up to make that clear, Thank you

Nov 28, 2023 HeroicSkeleton · 396

@Crowscrowcrow Oh actually, yeah you are right that it does say remove from THAT scheme. Yeah, I was reading that part all wrong. I'll have to test it and see if it still works without the boosted thwart, otherwise I might have to scrap this