Card draw simulator
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None. Self-made deck here. |
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None yet |
TheMaskedHero · 317
Upon looking through Falcon's preconstructed deck, it was clear to me that Sam had a strong possibility to be a hero that could keep so much control over the top of the encounter deck that it might be possible to remove all the gas our mechanized "opponent" draws every turn. The plan being to use the first few turns to set up and take any benign encounter cards revealed during our turn and deal them to ourselves with Aerial Recon. If we know what we're going up against (at least for half of the encounter cards we're dealt), we can plan for how to best counteract them.
Once we've built up a healthy amount of recon counters, we can simply blank the encounter card step as we finish the last three or four turns of the game.
This is all possible due to Falcon's Eagle-Eyed ability and the 25 aerial cards in our deck. Whenever we see a card we don't like, play and aerial card and reroll what will be the boost card during the Villain Phase. Combine that with Redwing's ability to return to our hand and manage damage or threat and also done less efficiently by Spider-Man 2099, and we have repeatable ways to control the top of the encounter deck.
From there, we can play a bit of a rush strategy:
- Using Flight Squadron as a Utopia clone.
- Air Supremacy clears out any enemies, without being an attack effected by Guard.
- Strength in Diversity has no upper limit and our characters represent nine different traits. Meaning that it we can have a very wide decision tree!
- Flying Formation becomes a finisher, closing any damage gaps or buying us more turn with the main scheme.
I don't think this is the true final form of this strategy, but I think it's a strong first step!