Only Bamf! In Need.

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
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gamesncardsmitch · 320

The idea behind this deck.

Can we improve on Nightcrawler Marvel Champions performance if we don't play or use Bamf! on a regular basis?

The reasoning:

  • It's a trap! While playing Bamf! is a good value play, if we are constantly playing Bamf! every turn we are effectively limiting ourselves to a hand size of four making it very difficult to build a strong board state.

The guiding principle we are going to try to use while playing this deck.

Only play Bamf!:

Only use Bamf! if we:

  • Have an extra resource that we will need a way to use.
  • Are planning to play Daytripper and will need a target to place Bamf! on.
  • Want to play a Tally Ho!.
  • Are in desperate need.

Reasons to play this way:

  • Nightcrawler doesn't have the best economy constantly, so putting resources into getting/playing Bamf! makes it hard to build a good board state.
  • Keeping any Bamf! we already in play in play makes Nightcrawler's signature events better.

Advantages of have Bamf! already on the villain and possible on a minion at the start of the hero:

  • It makes 'Port and Punch much better.
  • It allows us to play Teleport Drop.
  • It allows us to defend unexpected villain attacks even while exhausted, as using Bamf! removes the exhausting cost of defending.
  • It means that we don't have to replay a Bamf! on the following turn and can use any Bamf! we get in hand to either pay for 'Port Away or for the kicker in Scout Ahead (or as a source of the resource if we need that for some reason).

Alright enough on the theory behind the deck, let's look at the deck itself.

Daytripper is the key card that the deck is built around:

Building our economy is key:

How we take advantage of Kurt's Chapel, and getting to alter-ego:

The rest of the deck is a bit swarm and a bit finding and playing the right card at the right time.

  • All of our allies but one (more on that later) have been chosen for their enter play abilities, low cost, and easy to get into our discard pile and recur for the enter play ability if desired.
  • Maria Hill and Nick Fury become our main recursion targets if placing a Bamf! on an enemy isn't needed.
  • Marrow great burst damage.
  • Kaluu can help us search for a desired event.

The final odd ball ally in the deck:

  • This version has Adam Warlock as he can usually fill whatever need we have with some careful planning, and it is also nice that we can almost always make sure we have a in hand by grabbing a Bamf! with our Rapid Teleportation ability if we need help thwarting.
  • Domino is helpful option here if we plan to flip to alter-ego often as we can grab a Bamf! from our discard pile while in hero form, use Domino to exchange it with the top card of our deck, flip to alter-ego and then pull the Bamf! out of our deck with our alter-ego ability.
  • Cyclops is a good option here if we want to be able to make a big finishing push to end the game quickly on our last turn.
  • Ironheart or Kid Omega are options that fits with our card swarm strategy.
  • Gamora would be great value if we want to lean into cheating cards in with Make the Call.

Results

A deck that can chain together several actions in a turn such as:


This is designed to be a single player deck:


Please share any thoughts you have on this deck!

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