BardicMonk · 17
Ran this deck for all of MCDC's main events. Not listed are the other two ships which I bring in order to switch out with the Douglass in case thwarting isn't as important. Switch The Douglass for The Bellerophon or The Pericles as needed. Per Solo Marvel Champion's suggestion, I added the Sky-Destroyer to the deck.
It's possible to have 3 Command Teams out, so you can throw Nick into the fray, have him activate and pay for his activations by replacing the tokens he just used from Command Team with the ones generated by his activations. Use Field Agents to keep him and Agent 13 alive as long as you need them. I feel bad for Monica, but we need her to enter play in order to use her response.
All in all, managed to keep a lot of 4 player teams alive by focusing on thwarting with this deck, routinely thwarting for 10+ and being able to come in clutch with 20-30 thwarting when we need them (Have Agent 13 become a thwart machine when you need to spam The Iliad's 4 thwart per activation, thwarting for 6 per loop of The Iliad > Agent 13 [Ready Iliad] > Field Agent [Prevent consequential] > Command Team [Ready Agent 13]. After having thwarted 24 threat in 2/4 thwart bursts, add All-Points Bulletin for 8-10 thwart if you're in Hero form).
Describing the above feels like a lot and might read unrealistic, but I haven't had a game where it not only happened once, but has happened multiple times.
Strategy:
Early game: Stay face-down (Alter-Ego) until you have a Circe, a Command Team, and a Field Agent. Use Meditation to pay for the ships that are drawn from your deck (since you need to rely on Meditation, you can't exhaust Maria to search for a Support). Use your supports and activations to remove threat as much as you can to counter your face-down turns. You can use Monica Chang as a chump block if you need to stay face-up for high threat turns. Fall back on Life Model Decoy and use Practiced Plan to keep it in play. Use Front Organization to protect your ships if you get two out early. Otherwise, use it for resources.
Phase 2: Flip face up to spam Dynamic Duos and make Nick and Super Spies build up your all purpose counters. Try to build your walls with a Practiced Plan and Front Org in play. Surveillance Teams are meant to be beginning of turn fodder as well as an additional damage/thwart for APB. Use them if you need them.
Phase 3: If fully built out, you're really only seeing your 14 events and your 4 resources in your deck. You need to flip up to play APB, Super Spies, and when you need to make The Hard Call.
The deck doesn't have a reliable build order as you're at the whims of a hard mulligan without a Meditation and ship in your opening hand, but the endgame is inevitable. You are the SHIELD protecting your table from the villain scheming out, even when you're causing a majority of the threat from being facedown most of the game. If things turn sideways, throw a ship at the problem, sit back, relax, drink a coffee, have an inevitable Press Conference, and file some paperwork while your field team does the rest.