Give it Away Adam - Expert Multiplayer Deck

Card draw simulator

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Derived from
None. Self-made deck here.
Inspiration for
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Yusnaan · 4

This deck is designed for Expert multiplayer games (specifically using the Hood's Expert II set) to be played in a support role. I have played it to wins in both 3 and 4 player games, beating Expert II Ultron and a few other villains. Give away your deck and watch your teammates FLOURISH. While this deck is not particularly flashy, it is surprisingly fun to play and still has good decision lines to keep you engaged while supporting the team.

Handing out upgrades to your team helps you all get over the villain beat down hump faster and cruising onwards to victory. Anything not useful at the time can be used to discard and proc Battle Mage.

Deck is built at 50 cards to minimize encounter cards dealt to you, especially since the Expert II set is very brutal and can surge into very painful turns. Cosmic Ward helps slow the beat down from the encounter card dealt to you every turn.

With the Vision pack, plan on replacing Subdue with #Flow Like Water, Morale Boost with #Joining Forces, and Deft Focus with #Meditation.

If you're running with other mystics, The Sorcerer Supreme can be swapped with The Power in All of Us or another neutral card of your choice.

"You'll Pay for That!" gets some benefit out of the eventual big attack you'll take from surging Expert II cards. Bug is there solely as a target for #Joining Forces in case other team members don't have have a guardian ally. Aggression has the smallest pool of cards you can give away, so there's some personalization room there.

Hawkeye and Squirrel Girl help deal with minions for the whole team. "Welcome Aboard" is a nice inclusion thanks to Adam's Guardian status that helps allies make it on the table. Lead from the Front can help lead to some big turns later in the game, especially if you have an Avengers leadership deck teammate at the table. #Joining Forces is a powerful new card from the Vision pack that can help you get allies on the table very early.

The protection cards buff your team to keep them in hero form longer and do some damage back to the villain while defending. Protection has a large pool of cards you can give away, but you could also consider swapping any of the upgrades for Protection Guardian allies for additional targets when playing #Joining Forces or a Med Team for additional healing support.

The Justice cards help hold the main scheme in place until your team and Justice main player gets established. Followed and Foiled! may be the weakest cards in the deck's Justice cards, but they fit the theme of everything being able to help another player.

Mystic Senses are important to get out early if possible, as they let you stretch your cards further. In most scenarios, it is smart to stay in alter-ego until turn 2 to give yourself 2 turns with 6 cards and gives you a chance to get an early #Meditation play off and get more cards on the table.

Pip the Troll fits the theme of the deck as you can interrupt him into play for someone else and there's lots of energy and wild resources to make it happen.

This deck runs all the colored double resources, as they can be used effectively to pay for upgrades early, and later they can be used for wilds to strip upgrades off the villain, get Pip in play, or discarded to use Adam's battle mage ability.

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