Card draw simulator
| Derived from |
|---|
| None. Self-made deck here. |
| Inspiration for |
|---|
| None yet |
Game Design Raccoon · 4842
"Grapnels are single-use, Wakanda is Forever!"
— Grapnel Laun-Shuri
(Don't forget to drop a like/fav, it's always appreciated :) )
Overview:
- Play Style: Massive extra basic thwarts, maximize her ability, confuse.
- Fun: Very High (delete schemes, juggle with Restricted cards, Wakanda!).
- Difficulty: Medium (stick to the plan, prioritize, juggle).
- Power level: Very Strong.
- Recommended Player Count: 2-4p (1p version at the end).
- Number of cards: 43 (including 2 PSS, and big draw power).
This deck has easily beaten multiple Expert villains, including Magneto, Juggernaut, Red Skull, and Thanos (stalwart, only 1 Sonic Rifle for minions).
Concept:
Grapnel Launcher is SO MUCH VALUE for Shuri:
it "readies" you (kinda), gives you +1 THW, ignores crisis/patrol, can be kept for future turns if needed, AND it triggers your hero ability!
We want to play it as often as possible by drawing A LOT of cards, confusing the villain, and going to alter-ego.
Go up to 5 THW (6 THW with a Grapnel), and decimate side schemes. In solo, 3-4 THW is usually enough.
How to play this deck / combos:
1. Early game
- Choose whether you'll need Innate Perception or not in your first hand. It's recommended for solo, but I usually leave it in the deck for multi. You could say I "forget it even exists half the time", but it would be wrong! :p
- Mulligan for Aja-Adanna, any support or resource generator, any PSS.
- Prioritize playing Aja-Adanna to retrieve key hero cards if needed.
- Try to exhaust on turn 1 to play a WAKANDA upgrade, or a Sonic Rifle.
- Try to always confuse the villain. Flip almost every turn!
- When you've played 2-3 key cards, you should then always try to play Grapnel Launcher whenever you see it! As stated above, they really are a lot of value!
- Remember you have 2 Power of Justice, they should easily find targets.
2. Draw a LOT of cards
- Nick Fury... well you know him, that's 3 cards!
- You might know Avengers Mansion as well. 1 card.
- Ingenuity and Moon Girl are GENIUS classics. Easily draws you 3 cards.
- Cypher + Sonic Rifle (+Kimoyo Beads in a pinch) draws 1 to 2 cards.
- Dora Milaje is only there for The Elephant's Trunk. It draws you 3 with Queen Ramonda or T'Challa.
- One Way or Another is 3 cards, and triggers...
- Skilled Investigator is 1 card.
- Going to alter-ego almost every couple turns is 1 card.
- Your alter-ego ability technically is 1 card.
3. Gameplay + combos
- Try to take a hit or two on your HPs early game, as Queen Ramonda and Vibranium Suit will heal you. Do not Recover, you need your identity card to thwart or to play cards in alter-ego.
- Survive other attacks with allies, or basic DEF sometimes if you really have to (at least you'll trigger your hero ability....).
- Build Support is for either Helicarrier or The Elephant's Trunk.
- Side Holster allows you to hold 1 Sonic Rifle + 2 Grapnel/Rifle.
- Reach 5 THW with Heroic Intuition, Heroic Conditioning and Innate Perception. Especially good in multi, not as needed in solo (see below).
- Float Like a Butterfly helps you end the game because you can confuse so easily, and because you have a lot of potential attacks.
Other cards to consider:
- Solo version: Remove Heroic Intuition. We keep Heroic Conditioning for the +3HP, and Innate Perception because it helps you reach 3 THW early, very useful threshold in solo!
- In 3-4 players: Keep only 1 One Way or Another, maybe add 1-2 Skilled Investigator and 1-2 Float Like a Butterfly, depending on your teammates.
- Against stalwart villains,Entrapment can replace 2-3 Sonic Rifle.
- Justice Served and Ready to Rumble can both be super useful, but I don't want to add more cards.
- Stealth Training is not so great here because we often over-thwart.
- As Batman (the MCDB user, not the DC hero :p ) suggested: Specialized Training would be great here! +1 THW, more draws.
Anyway, enjoy, have fun,
and don't forget to drop a like/fav, it's always appreciated :)
| 3 comments |
|---|
Oct 14, 2026 |
Oct 14, 2026
It's ok to have less allies when you go to a-e every couple turns. Chump blocking is still the way to go for most decks :p Yes, I do love Cypher (and Float), always looking for an opportunity to include him! Good point, my teammates played it in multiplayer, but I did not include it here. I'll add it to the list of 'other cards to consider"! ;) I've played so many decks for my Entrapment series recently that I do NOT want to add Entrapment to any deck outside of this series for a while hahaha But good idea too! |
Oct 14, 2026Ah no, never mind, Entrapment is messed up by confuse effects, but would be a good replacement against stalwart villains ;) |
Lots to love in this deck!
Grapnel Launcher was an obvious pick for Shuri, but building the deck name and description around it is a really clever touch.
Innate Perception to hit the threshold of 3 is something I've been advocating for a while, so it's great to see you on board with it.
A resource-rich deck (7 resources) combined with high-cost cards and card draw is always extremely strong. The best decks right now seem to be making that bet rather than relying on cheap little events.
Dora Milaje just for The Elephant's Trunk? Yes sir, Mr. Raccoon!
Few allies, as is often the case in recent decks, which keeps the tempo nice and tight.
Cypher, Sonic Rifle, Side Holster, Float Like a Butterfly: really nice to see this package back in action.
I was a bit surprised not to see Specialized Training. In solo you can clear it in a single turn with Grapnel Launcher (2 + 3 thwart), and it draws you cards :) That said, I haven't played the deck, so maybe it costs too much tempo.
And maybe a little Entrapment, just for fun?
Great work, thanks for sharing!