Flying Blocks and Hard Knocks

Card draw simulator

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NickE81 · 124

Oh, I'm having fun deck-building again. Certainly passes the time when work is slow...

Anyway, with Archangel offering 3 DEF, I thought Protection may be a good build. Much like my Aggression build; it's Aerial, Aerial, Aerial.

Let's get Armored Vest out there to give us base 4 DEF and Height Advantage if you really need it. With low recovery and albeit decent hit points, Down Time, Endurance, Crew Quarters and Angel's Aerie all support this nicely with Hard to Ignore for a smidge of recurring threat removal.

Throwing in Children of the Atom - you'll want to get this out early - means all allies can have Protective Training attached giving them better value for their cost if they can stay on the table for an extra round.

Aside from that, it's as many aerial cards as we can find. With allies, this is helpful for Cannonball because surely you'll have something in your hand to negate his consequential damage or you can use Aerial Intervention on yourself or aerial allies to help keep them on the table. Warpath offers a free action which is always handy and Ever Vigilant gives you some threat removal.

Plenty of resources to pull from, so no extra generators felt necessary here and shout out to Worthington Industries for what looks a very handy card, regardless of your form.

Overall, pretty happy with this. Please let me know what you think!

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