Lennalf · 366
Inspired by UltraEvilPie's deck: https://marvelcdb.com/decklist/view/54390
This deck is designed specifically for multiplayer. This deck attempts to maximize the potential, efficiency, and theme of Nick's kit. We're planning to Stealth a lot so we can soak up tokens. Meanwhile, our powerful allies and events will compensate for our hijinks, keeping the main scheme at bay.
Notes
- Prioritize getting Fury's Watch and Car into play, usually in that order unless things are desperate. We need to spend our threat so we can acquire more threat.
- Leo can tutor everything we need. Build Support gets Leo.
Allies
- Agent 13 is basically free once Helicarrier is in play.
- Agent Coulson digs up our favorite OP preparations. What a bro.
- Grant Ward is kind of insane on his own and can always get value out of Chance Encounter.
- Maria Hill is our BFF. She straight up love-bombs us with more money than we can spend.
Events
- Homeland Intervention is one of the most efficient cards ever printed if you can pay the cost. This allows us to extract untapped value out of Leo, Jemma, and Safehouse if we're not flipping down. We can even justify using Helicarrier and the Field Agents for it when needed.
- Infiltration's downside is usually an upside as long as we're in Stealth mode.
Player Side Schemes
- Build Support grabs Leo, our car, Helicarrier, or others.
Resources
- We have the standard doubles and that's honestly all we need.
Supports
- Field Agent makes Maria Hill immortal. Get one into play even before Maria is around so she lives forever.
- Helicarrier is solid in multiplayer and combos with Agent 13 and Homeland Intervention.
- Jemma pays for our best cards, including our Preparations.
- Leo finds our best cards.
- The Raft is kind of a tech card, but also a value card. The amount of thwarting easily justifies its cost over time. The effect straight up cheeses certain scenarios.
Upgrades
- Chance Encounter helps find our ally of choice, which is usually Maria, Coulson, Agent 13, or Grant (in that order).
- Counterintelligence is the poor man's Eyepatch Camera so we don't lose from the main scheme.
- Heroic Intuition gets double value once our car is online.
- Practiced Plan duplicates our many, many OP preparations. We could justify another copy, but keep in mind we can only have one in play at a time.
- Skilled Investigator does the thing it does.
Always be prepared
Nick has three fantastic preparations and access to Practiced Plan, so he can be selective about what else he brings. If you know the scenario, customize the deck as needed:
- Bring Sting Operation if there are a non-elite minions we want to take out for cheap (while building up threat counters on our suit in the process).
- Add Espionage if up against many surges.
- Intelligence can potentially avert a crisis by manipulating a round of encounter cards.
- Target Acquired can counter nasty boost abilities.
- Bring Spycraft if there are critical encounter cards to dodge, although we can't help if they are dealt to other players.
Sideboard
- Quake is a strong consideration and the last ally cut. She is a target for Homeland Intervention and gets to act whenever we're in Stealth mode.
- Wraith can be a useful tech card against encounters with nasty boost effects.
- Foiled and Under Surveillance can help prevent losing to the main scheme while we tempt fate, but depend on the scenario and player count respectively.
- Lay the Trap for endgame damage
Special mentions
- Government Liaison can help discount many allies and supports, but doesn't continue providing value one we're fully built out since our only SHIELD event costs 0. Helicarrier is far more versatile, particularly as an Agent 13 target.
- Super Spies is cool and fun, but has high chances of being a dead card if we don't have Maria in play or already have too much threat on our suit.