Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
Chris2002 · 74
hello everyone,
so just to preface this I don't think this deck is build for solo-play as Quicksilver is somewhat fragile and this deck doesn't do much to help it. Maybe even works better in 3-4 player rounds than 2p but that's to be found out. But if everything goes right you definitely should be able to proc Stealth Training quite often
So the reason I built this deck is Innate Perception, a starting card that gives you +1 THW when you play it. With it Quicksilver goes to 2 THW immediately meaning that turn 1 you can remove 4 threat if you thwart twice. With the other thwart enhancing cards in this deck you can go up to 5 which means up to 10 thwart removal with your basic power alone.
Another important combo would be playing Stick followed by Black Belt because Black Belt only needs a player controlling a Martial Artist card which Stick is and Stick only works for Martial artists. with it you can manipulate your thwart up to two times maybe more if you manage to ready. If you play with another Martial Artist you don't even need Stick in play yet to play Black Belt
Because of this defeating Side schemes exactly for Stealth Training should be quite achievable especially if you factor in cards like Infiltration or Making an Entrance. One Way or Another is there to get you side schemes that you can defeat and the card draw is appreciated.
With our player side schemes we hopefully can get our needed Support through Build Support(Stick or Quincarrier preferably) and identity specific upgrade through Superpower Training(any of the stat boosting cards would be great although friction resistance probably is number 1 priority as always)
Specialized Training probably should give us anything but the +1 thwart maybe the +1 attack in case there is no threat anymore.
Second Chance can be awesome if our deck is low to shuffle back all of our Always Be Running to ready even more times. Justice Served is even more ready if we remove the last threat from a scheme and Grapnel Launcher is there for just another thwart but might be overkill I will still have to figure that out.
the new Justice Squirrel Girl is awesome for our deck plan as she can use here counters to bring schemes exactly in range for us to defeat them and is very cheap for what she does.
She-Hulk may be expensive but she basically gives 2 free blocks which can be really helpful. She might be another card to go though.
All in all I think the starting cards are a great way for Quicksilver to show his strengths a bit more consistent and quicker.