Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
EXcalibur · 3
I Don't Want to Play With You Anymore

This is a Justice Black Panther (Shuri) deck built around one simple idea:
Why play On the Prowl when Grapnel Launcher can do the same job — and often do it better?
The answer is Grapnel Launcher.
The deck builds Shuri's board, increases her THW, flips frequently between hero and alter-ego, and eventually turns into a very lean deck capable of chaining basic activations, identity events, and Black Panther upgrade Specials together for some explosive turns.
Say No to On the Prowl
On the Prowl is normally a perfectly reasonable card for Shuri.
For 2 cost, it removes 3 threat and then lets you resolve the Special ability on one Black Panther upgrade.
But Grapnel Launcher does essentially the same job.
Shuri starts with 2 THW. Grapnel Launcher gives her +1 THW for its basic thwart, so at baseline you get:
3 threat removal + a basic thwart activation
And because Black Panther's Response triggers after she uses a basic power, that basic thwart also lets you resolve the Special ability on one of your Black Panther upgrades.
So at baseline, Grapnel Launcher is already doing almost exactly what On the Prowl does.
The difference is that Grapnel Launcher has several advantages.
First, it scales with your THW.
With Innate Perception, that thwart becomes 4 at first turn.
Add Heroic Intuition as well, and now Grapnel Launcher can remove 5 threat instead of the fixed 3 from On the Prowl.
Second, Grapnel Launcher is an upgrade.
You can play it when you have spare resources, leave it on the table, and wait until the exact turn where you need the extra activation. You do not have to use it immediately just because you drew it.
And finally, Grapnel Launcher ignores crisis icons and patrol for that thwart.
Sometimes that is just a nice bonus.
Sometimes it completely changes what you are able to do with your turn.
For this deck, I would much rather have three Grapnel Launchers than two copies of On the Prowl.
Grapnel Launcher Also Solves the Obligation
Another nice benefit of Grapnel Launcher is that it gives you a very clean way to deal with Shuri's obligation without spending any resources, as long as you already have the pieces on the board.
You need a total of 4 ATK/THW worth of activations, and Grapnel Launcher fits that requirement perfectly.
For example:
- Use Shuri's normal basic power for 1.
- Resolve a Black Panther upgrade for another 1.
- Use Grapnel Launcher for 1.
- Resolve another Black Panther upgrade for another 1.
That gives you exactly 4 ATK/THW.
So if Grapnel Launcher is already sitting on the table, the obligation can often be cleared entirely from board resources without having to spend cards from your hand.
It is another small reason I prefer having Grapnel Launcher in play ahead of time rather than relying on On the Prowl.
Building Wakanda
This deck has quite a lot of setup, so the two player side schemes help speed things up.
Build Support usually grabs one of two cards:
- Helicarrier for long-term economy.
- The Elephant's Trunk for the alter-ego draw engine.
Which one you choose depends on what you already have.
Superpower Training has one target I want more than anything else:
Aja-Adanna becomes extremely valuable once the deck is set up because she can keep recycling Shuri's identity cards back into the deck.
That is especially important later, when so many upgrades and supports have left your deck permanently and the remaining deck becomes much thinner.
Flip Down. A Lot.
This deck actively wants to spend time in alter-ego.
The easiest way to create a safe window is Professor X, who can confuse the villain when he enters play.
Shuri also has her own repeatable solution with Kimoyo Beads.
Normally, Kimoyo Beads gives you another small piece of threat removal whenever you trigger its Special. But when you need to flip down, you can discard it to confuse the villain instead.
Once the villain is confused, go to alter-ego and start taking advantage of everything Shuri can do there.
The biggest payoff is The Elephant's Trunk.
Once you have enough Wakanda cards on the table, the Trunk can turn your alter-ego turns into a significant amount of card draw.
Alter-ego is also where Moon Girl becomes available because Shuri has the Genius trait.
So flipping down is not just something you do because you need to heal.
It is part of the engine.
Confuse the villain, flip down, use Shuri's Inventor ability, draw cards with Elephant's Trunk, play Moon Girl when appropriate, then come back up with a loaded hand.
The two copies of Ready to Rumble also make these flips even better, since you can exhaust Shuri for Inventor in alter-ego, flip to hero form, ready her, and immediately use a basic power.
Multiplayer
The deck works particularly well in multiplayer.
In solo, flipping to alter-ego usually means you want the villain confused first so you do not immediately lose control of the main scheme.
In multiplayer, that becomes much less restrictive.
Because the main scheme has a higher threat threshold and your teammates are still in hero form, you often have more room to flip down without needing to confuse the villain every single time.
That makes it easier to repeatedly get value from The Elephant's Trunk and Moon Girl.
And even if some extra threat does build up while you are in alter-ego, Shuri is very good at fixing that as soon as she flips back to hero form.
A boosted basic thwart followed by Grapnel Launcher can remove a large amount of threat immediately, while also triggering Black Panther upgrades along the way.
So in multiplayer you can be a little more aggressive about flipping:
flip down → get alter-ego value → flip back up → use your basic thwart and Grapnel Launcher to clean up the threat.
That flexibility is one of the reasons I enjoy this version of Shuri even more at higher player counts.
Float Like a Panther
Float Like a Butterfly gives the confuse package another purpose.
When Shuri attacks a confused enemy, that attack deals +1 damage.
And Shuri can produce more attacks than it might initially appear because her Black Panther upgrades are effectively extensions of her basic activations and events.
Panther Claws is particularly important.
Once Panther Claws is in play, every basic activation can potentially turn into another attack through Black Panther's Response.
That includes your normal activation.
And it includes Grapnel Launcher.
This is where the deck gets fun.
Two Grapnel Launchers, One Very Busy Panther
Because Grapnel Launcher is an upgrade, you can play your Launchers early and simply leave them on the table until you are ready for a big turn.
You can have two of them sitting there waiting.
Once your board is built and Panther Claws is already in play, you can start chaining activations.
For example:
- Use Shuri's normal basic activation → trigger a Black Panther upgrade.
- Discard the first Grapnel Launcher → basic thwart without exhausting → trigger another Black Panther upgrade.
- Discard the second Grapnel Launcher → basic thwart again → trigger another Black Panther upgrade.
- Play Clawed Strike → deal damage and trigger another Black Panther upgrade.
- Play Wakanda Forever! → trigger all of your Black Panther upgrades again.
And if the villain is confused while Float Like a Butterfly is in play, your attacks become even more efficient.
The important part is that Grapnel Launcher is doing two jobs at once.
It handles threat extremely well because your THW has been boosted, while simultaneously giving you another opportunity to trigger Panther Claws or whichever Black Panther Special you need at that moment.
That is why I like it so much more than On the Prowl here.
The Deck Gets Smaller and Smaller
There are a lot of cards in this list that are meant to stay on the table:
Heroic Intuition, Innate Perception, Float Like a Butterfly, Ingenuity, Aja-Adanna, your Black Panther upgrades, Helicarrier, Elephant's Trunk, Avengers Mansion, and the rest of your setup.
As those cards leave the deck and stay in play, your remaining deck becomes increasingly concentrated.
By the late game, you are much more likely to cycle back into the cards that actually produce your explosive turns.
That is also why Aja-Adanna becomes so good.
You can shuffle the identity-specific card you want back into an increasingly small deck and see it again very quickly.
Instead of drawing setup cards, you start drawing your basic/event combinations again and again.
Game Plan
Early game, focus on building rather than trying to force big turns immediately.
Get your economy down.
Use Build Support for Helicarrier or Elephant's Trunk.
Use Superpower Training to get Aja-Adanna.
Get Panther Claws and your other Black Panther upgrades into play.
Play Heroic Intuition and Innate Perception so your Grapnel Launchers become stronger.
And if you draw Grapnel Launcher before you actually need it, that is completely fine.
Play it and leave it there.
Once the board is established, start using Professor X and Kimoyo Beads to create safe alter-ego turns. Use Elephant's Trunk and Moon Girl to generate cards, then come back to hero form with enough resources to have a big turn.
Eventually, the setup cards disappear from the deck and everything starts coming together:
high THW + Grapnel Launcher + Black Panther Specials + Float Like a Butterfly + a very thin deck.
At that point, Shuri can control a huge amount of threat while still producing surprisingly large bursts of damage.
Other Cards You Can Add
There are a couple of easy changes you can make depending on what you want the deck to do.
If you want more burst damage, Lay the Trap is a great addition.
The deck already handles threat very well, so adding another player side scheme that eventually turns into a big chunk of damage gives you another way to close out the game.
If you want to flip to alter-ego even more often, you can also add Sonic Rifle.
Professor X and Kimoyo Beads already give the deck access to confuse, but Sonic Rifle makes that plan much more consistent.
More confuse means more opportunities to safely flip down, use Elephant's Trunk, take advantage of Moon Girl, and then come back up with a fresh hand.
Closing Thoughts
The whole reason I built this version was because I wanted to try Grapnel Launcher with Shuri, and after playing it I have a hard time wanting On the Prowl back.
At its floor, Grapnel Launcher already gives Shuri the same 3 threat removal and Black Panther Special that On the Prowl provides.
But its ceiling is much higher.
It scales with Heroic Intuition and Innate Perception.
It ignores crisis and patrol.
You can play it now and save the activation for later.
And because it counts as a basic thwart, it naturally interacts with the most important part of Shuri's hero design.
Once the whole Wakandan machine is built, two Launchers waiting on the table are not just threat removal.
They are two extra Black Panther activations waiting for the right moment.