Card draw simulator
| Derived from |
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| None. Self-made deck here. |
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| None yet |
D.M.Tip · 4058
“My name is Maya Lopez. They also call me Echo.” ~Echo
Player Count/Type : 2-4p / Timmy/Spike
Power Level: High
Complexity: Low-Medium
Key Cards: Honed Technique, Full-Body Charge, Echo's Katana
"This Aggression deck easily clears minions and deals big damage to the villain ~D.M. Tip
Overview and Technique
They key interactions with this deck are Honed Technique + Full-Body Charge + Echo's Katana. This combination hits for 16 total damage, with numerous opportunities to play a second Full-Body Charge through Photographic Reflexes for another 12 (since Echo's Katana is exhausted). Keep in mind, the Katana damage can be split to another enemy as well if you have a threat to take out while going for the villain, or if you need to clear a high-health minion along with a lower health one.
Besides beating up the villain, Aggression excels at clearing minions, so we've brought a full suite of Melee and One by One for this job in multiplayer. It's not as efficient as wiping armies out with Dive Bomb, but it works really well combined with Photographic Reflexes.
Honed Board State
Honed Technique and Echo's Katana are the priority pieces to get in play, but Muscle Memory, Choreography, and especially American Sign Language are also key for best results.
Several allies provide options and resources to feed Honed Technique as needed, while Martial Prowess and Enhanced Awareness provide some economy boost for those double FBC turns.
Study - Learn - Adapt
Muscle Memory lets us play FBC every single turn if that is our wish, but sometimes you need to pivot to handle minions, and that's okay.
Through Study the Tape, we can play events at a discount 8x per deck pass, which is an incredible value. You can also use it to grab exactly what you need in the moment, offering immense utility.
Assess the Situation pulls double duty as a resource and a cheap event that we can tuck and recur through Photographic Reflexes. It helps us get to our key cards early on, and gives us something to do with leftover cards after playing our big events.
We have a few adaptable flex spots here you can change, depending on your situation, namely our Precision Strikes and possibly one or two copies of Melee. If your team has less thwarting potential, or you try to run solo, you probably want to swap these out for Chase Them Down and Into the Fray. Additionally, you'll want to prioritize your allies and basic activations to remove threat.
Lastly, don't forget that we can tuck and reuse other players' aspect cards. This might come in handy, specifically with some Justice thwart events, so keep an eye out!
I've had a ton of fun with this deck and it has quickly become one of my son's favorites too. We've tackled all kinds of standard and expert villain scenarios with ease in 3-player. If you try it out, let me know how it goes!
Peace!
Nice