Nebula | Side-scheme machine

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet

zebramatt · 1

Overview

  • Nebula is a lot of fun, setting up massive plays that can shred villains and clear threat in equal measure
  • She's not as bursty as Star-Lord, but she's a whole lot less risky – although be careful with One Way or Another; and with cycling your deck!
  • I'm a big fan of card draw, and played right, this deck has a healthy amount of that :)

    Strategy

    Mulligans

    Dig for...

    Situational...

    Ditch...

    • Your endgame tech includes C.I.T.T., Jack Flag, Pulse Grenade, and Brains Over Brawn – you might get some use out of these on your first turn, but they're expensive and benefit from setup
    • Combat Ready is useful from as early as turn 2 or 3 but I'd recommend discarding it turn 1
    • Making an Entrance is an amazing part of your side scheme toolkit, but it's unlikely to be that useful turn 1
    • Eros and Martinex are primarily defensive and worth little to you turn 1

    Technique upgrades

    Although a very different build dr00's Local Woman With Family Issues Steals Overpriced Paperweight does a simply wonderful job of explaining how to use Nebula's core mechanics, so check out the Strategy section of that. Don't worry, the Side-scheme machine will be here when you get back.

    See? Wasn't that great? OK, so now a couple of my own thoughts:

    • The usefulness of Wide Stance cannot be overstated – knowledge, as they say, is power. This is especially true in solo, where the ability to stack the encounter deck (and remove the worst of it) will carry you safely through almost anything. In multiplayer, it's keeping the first and second players safe from boost icons/effects (possibly one encounter card in 2p if the villain is confused/stunned) – which is still strong, but not quite the same ticket to victory.
    • Wide Stance is also your path to Cosmo-without-Consequences. Trigger Wide Stance, leave something nasty at the top of the encounter deck, attack/thwart with Cosmo, name that card, discard it and don't suffer and consequential damage! It's a chip effect, but over time it all adds up.

    Side-scheme thwarting tech

    The core concept of this deck is Setup -> Thwart -> Punch but Nebula's kit is flexible enough you'll usually be flipping between status effects, damage and thwarting the whole time

    Defense & utility

    • Use your Guardian Allies to trigger card draw on Knowhere, Gamora to trigger a Technique Upgrade and lay the smack down, Martinex to jump in front of damage, and Eros to confuse a minion or two
    • If you find yourself low on health, Making an Entrance is a great way to top up your health while in Hero mode, while clearing a lot of threat!

    In the end game:

    • Pulse Grenades can do predictable damage when used after Wide Stance
    • Jack Flag gives you a solid three 2pt thwarts and two 2pt attacks, especially useful if you can stand him back up...
    • C.I.T.T. will allow you or an ally to get back up for two resources
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