Echo - Clobbering Time

Card draw simulator

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Derived from
None. Self-made deck here.
Inspiration for
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Gorka31 · 1

An extremely simple Echo deck based on the idea that killing the enemy is good.

  • Clobberis the main card of the deck. If you discard Photographic Reflexes to play a Clobber that is tucked under you, this Clobber will return to your hand. You can then play it, tuck it under you, and play it again if you have another Photographic Reflexes or Martial Prowess.

  • Drop Kick is a second, more defensive line of play. As its cost is reduced by 2 by Photographic Reflexes, it is EXTREMELY EASY to pay it only with allowing you to get very easy stun very regularly. If you have enough you can instead use Muscle Memory to play a Drop Kick per turn and tuck it back

  • Honed Technique is not mandatory but can provide an absurd amount of damage. Use it after "borrowing" other events from others if they have some with multi-hits. Otherwise, it's a +2 to every Clobber.

  • Test the Defense can provide an absutd amount of burst. If you Clobber three time a round, it's very easy to get them to 5 counters

  • Fluid Motion is a similar rational. You have three of them. Play three Clobber a turn, it's easy. Then hit the opponent for 5 with a basic attack.

  • Plan of Attack is mostly here as a deck thinner. If you're not hitting your Drop Kick or Clobber or just want to dig deep, use them

In general, as for most Heros, you want to set up your upgrades as fast as possible. Muscle Memory allows you to change your loops if you have enough energy, Choreography ensure that you will never ever die as you can heal yourself by 3 or 4 a turn. Echo's Katana will not do as much, but will remove the annoying Tough status that some enemies might have.

Daredevil is cute. He's not that useful though, but See No Evil, Hear No Evil is kind of worth it. If you're playing with a friend playing hero Daredevil, it'll be a lot easier

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