Card draw simulator
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None. Self-made deck here. |
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kmomoney · 32

It took me a while to figure out how I like to play Nick Fury in Aggression. In my first few plays, I bounced off of him because it felt like I was punished relatively heavily for flipping to Assault or to Alter-Ego. I quickly realized I had the most fun when I stayed in Stealth as much as possible, only flipping to Assault to do big bursts of damage. This deck is me taking that playstyle to its extreme.
While you're in Stealth, you'll want to focus on two things: building out your board state and managing the threat on your suit. The most important cards to get out are Fury's Flying Car, Fury's Watch, and Man on the Wall. These, combined with minions, will be the economy for both your resources and your threat. Remember that you can get 1 threat from each enemy as long as you have room on your suit for it, so do everything you can to end your turn with 0-2 threat on your suit. If you have more threat on your suit, the threat you would be farming will be going on the main scheme instead. This can be counterintuitive; sometimes, it is definitely better to pay for a card with Fury's Watch even when Man on the Wall can generate the same number of resources without spending threat. Also, always remember to leave at least 1 threat on your suit if you have Intelligence Analysis out!
Sometimes, you'll want to flip to Assault. Maybe threat is getting to high, maybe a nasty minion came out, maybe you hit Shadow of the Past. When this happens, you'll want to make the most of it! If you need to take care of a minion, try to get Overkill damage from Hand Cannon or Bambino. If you've got several ways back to Stealth, use Covert Surveillance before you flip to Assault so you can use the extra threat for damage. Also, if a minion engages you right before a turn where you know you'll flip to Assault, that's a good time to trigger the response on Aggressive Stance to grab a Concentrated Fire so you'll be able to flip back to Stealth.
Once your essential cards are out, you can start planning the blaze of glory to close out the game. Spoiling for a Fight, Keep Up the Pressure, Bambino, Hand Cannon, and Combat Specialist are all here to lay waste to the villain's final phase. Another card that would be incredible here would be Marked, but I unfortunately don't have Cyclops. Once you have at least a few of the pieces here set up, you can gun for the finish.
I've been having a blast with this deck. One particularly exciting game I had was with Expert Ultron, who, after an unfortunately timed Advance, tripped the second main scheme well before I was set up to finish the game. 1 Spray Fire to wipe the drones, 2 Concentrated Fires, and 5 or 6 basic attacks over two turns ended the game. Let me know if you try this deck out and how you like it!