Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
HappyCamper · 1
Hello! I have been having a lot of fun with this deck with a variety of villains (standard and expert) and figured others might have some fun with it as well. So here it goes...my first posted deck!
The main ideas for this deck:
- Perfectly defeat side schemes to trigger Stealth Training using your basic thwart (Soaring Acrobatics helps with flexibility) and Covert Surveillance. A stun on a villain helps keep threat down by (i) triggering before the forced response of your suit, so no villain attack OR scheme, and (ii) helping your teammates safely stay in hero form.
- Get Maria Hill out with Field Agent to ensure a steady supply of counters for your suit. Use Super Spies to put more counters on Field Agent.
- Although you'll be in Stealth form most of the time, use Turn the Tide and Waylay, along with a basic attack with Soaring Acrobatics, to do large burst damage. Great time to use all of the suit counters you've been building up! A Turn the Tide for 6 damage, or a Waylay for 10 damage paid for by Helicarrier and Fury's Watch, feels so good.
- Try to keep Intelligence Analysis always on the board (or in your hand) with Practiced Plan. Remember that Intelligence Analysis requires a suit counter, so always leave one on when you flip down or use Safe House #221. This is critical to help with Advance, etc. Target Acquired also helps with nasty boost effects. With Secret Agent, Intelligence Analysis plus Practiced Plan is also two threat removal and two more suit counters. (Note that the threat removal via Secret Agent is not a thwart and thus doesn't trigger Stealth Training, but you can set up perfect thwarts for your next player phase.)
- Not as critical, but it is fun to use Show of Empathy to persuade Orion to join your side.
First hand should be getting down Innate Perception and at least one of Leo Fitz, Fury's Flying Car, and Fury's Watch.
For the first few rounds, board control is the priority, allowing time to build out. There may be rounds where there is no threat to remove, so player side schemes are needed (these also provide more opportunities for Stealth Training). Oftentimes, it's better to stay in Stealth form on the hero side to reduce schemes and collect counters, even if at the cost of one fewer card (compared to alter-ego). Plus, those counters will ensure you're able to use Intelligence Analysis. Try to end turns in Stealth mode using Concentrated Fire to defeat an enemy or Covert Surveillance.
As you build out, you'll have a lot of cards on the board, so you'll cycle through your deck rather quickly (which is why two copies of Turn the Tide and Waylay are enough).
Enjoy, and please let me know your thoughts!