Card draw simulator
| Derived from |
|---|
| None. Self-made deck here. |
| Inspiration for |
|---|
| None yet |
NewfieLad · 1937
This is a deck that focuses on building up X-23's THW and using it for massive thwarting. This is advantageous since she can ready so much and also have additional ways to ready or thwarting while exhausted.
So, we have 3 - 4 ways to booster her thwarting: Heroic Intuition, Heroic Conditioning, Innate Perception, and sometimes Surveillance Specialist. Though, sometimes Front Line Specialist is preferable since she uses her heal for readying. It really depends on how thwart heavy the matchup is. How are we taking advantage of this huge thwart stat?
-Well, due to her hero ability, we can ready via X-23's Claws, Honey Badger, and Grim Resolve.
-When we have Justice Served sitting in play, we can get a ready just by thwarting out a scheme. This should be pretty easy.
-Grapnel Launcher is a card that lets use save a basic thwart for whenever we need it. Based on the wording of this card, we should be able to respond to its use by using Making an Entrance for an even stronger thwart.
These with Justice Served and Grapnel Launcher serving as "saved" thwarting, we can time it for when it would be most beneficial to us: (1) when we have a Making an Entrance in hand if we need healing, (2) in a phase, after having used Animal Instinct for some really big thwarts, (3) when we actually have Chance Encounter and/or Overwatch on schemes to take advantage of them, (4) when we have massive thwarts from the combination of Animal Instinct + Claw Mastery or Honey Badger + Sisterly Bond, (5) for when we bring side schemes into play via One Way or Another, (6) we need to thwart when dealing with Patrol/Crisis (in the case of Grapnel), (7) we need to heal, but also want to thwart when we flip up, or some combination of these scenarios. This just lets us have a lot of control over making the best use of our tools.
An additional method of control being utilized in the deck is Generation X. This can allow for us to grab Claw Mastery if we have Animal Instinct or vice versa for absolutely massive thwarting. Alternatively, it can be used to grab Sisterly Bond if we have Honey Badger in play. Rarely, it might also be used to grab a particular resource type if you need it for some villain attachment or to simply grab any X-23 card for Sisterhood if you don't have any. As for Second Chance, if you or your teammate have already used your best cards for a given board state, you can get them back again. It's also good for delaying when you'll deck out, triggering an encounter card.
Blindfold and Professor X are mainly used to allow you to safely flip down so you can heal, if you're getting low of health. Hopefully, you wont need to do this often because you can block (and likely ready) in the villain phase for damage reduction. You also have Pain Tolerance, Regenerative Longevity, and Making an Entrance to try and keep you healthy. You can even grab either of these allies again using Chance Encounter, but usually it's going to be for recurring Honey Badger.
There's not too much in resources for her because her kit is so cheap. Also, resources are wasted less when many cards are just sitting in play for the opportune moment. That said, we do have a Helicarrier, we can draw cards via One Way or Another, we can draw a card per turn after clearing Specialized Training, and since we'll be defeating side schemes, Skilled Investigator is a good one to add.
Hope you try the deck and enjoy it!