Card draw simulator
| Derived from |
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| None. Self-made deck here. |
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| None yet |
hyperion · 380
This is a deck in a series I'm putting together using only cards from Agents of Shield onward (AoS+). Even though so much of Marvel Champions is inaccessible to new players, it's still a game for everyone!
So, fun fact about Jen here: Superhuman Strength doesn't get discarded if the enemy is defeated, is already stunned, or has Stalwart. What that means is, if you're able to get your ATK high enough, you never have to give up the bonus when taking down a minion. That's pretty good. We can work with that.
Let's get our attack big. Actually, let's get it really big. Innate Aggression lets us come out swinging for 4 on the first turn. With our hero text, that's 6 damage straight out of the gate. Aggressive Conditioning, Combat Training, and the aforementioned Superhuman Strength duo get us to a whopping 10 ATK. That's...a lot. Not many minions will survive that, meaning we preserve our strength.
What about the villain, though? Won't we start losing them when we attack the villain? Well...yeah, actually. So we're going to try to let Jen handle the minions while our allies whittle down the villain. The perfect time to take a big swing at the villain is just before we're going to have to reshuffle our deck. That means we'll see the Superhuman Strength cards again much sooner. And, hey, even if we do lose both, we're still swinging for 6 per attack. That ain't nothin'.
Our allies range from extremely cheap to extremely useful. Grant Ward is dangerous but easy to play. Hellcat is a surprisingly good thwarter who can be recurred or recalled if you hand needs another resource. Hulk has a decent chance of hitting the he needs to go off, but he also works really well as a blocker. Mockingbird (aka Blockingbird) stuns the enemy (which, if you've been paying attention, can let you hit the villain without losing Superhuman Strength), thwart or attack, then block the next turn. Nick Fury...come on, I don't have to explain this one. Spider-Girl is solid value and can let you defer dealing with a minion for a turn. Winter Soldier is our backup plan for dealing with threat.
One-Two Punch, Limitless Stamina, and Savage Strike are all here to let you swing more often and more harder. Our last little bit of tech is Air Cover and Suppressing Fire. This combo should routinely let you grab Suppressing Fire, throw it on a minion, defeat the minion, and stay topped off. Gamma Slam wants us to lose health, but between attacks that we might have to let through and Focused Rage activations that we are definitely going to want to take advantage of, its nice to have a recurring source of healing that works with our game plan.
This isn't a popular sentiment in the MC community, but She-Hulk is my favorite core set hero. I think there's a lot of value on her hero card, she's got some very fun mechanics, and she incentivizes going to alter-ego a lot. She has some real stinker cards, admittedly, but her hero card is so powerful I rarely mind. I hope you have as much fun playing her as I have!