Card draw simulator
|None. Self-made deck here.|
|Star-Lord Justice SCL S11R3||0||0||0||1.0|
JWalton77 · 1214
This Star Lord deck is looking to capitalize on the powerful new card Meditation to speed up his already impressive ability to build his board. Between Meditation, One Way or Another, and his ability Peter has 3 different ways to generate 3 resources instantly. And since we’re using OWoA, we’re taking advantage of another powerful new card, Chance Encounter. This side scheme attachment allows us to build a tool box of useful allies to bump into whenever they’re needed.
To start the game, mulligan hard for Meditation. Since you’ll always have an Element Gun it’s a perfect target. If you have One Way or Another and you feel safe feel free to play it as well. The second card you’re looking for is Mockingbird. I use his ability to play her, but if you don’t get her I probably wouldn’t use his ability on the first turn. OWoA already gave you one problem to deal with, without stunning the villain you probably don’t want another.
From there just try to keep getting a Chance Encounter out whenever possible and use it to get Mockingbird if she’s not already in play. It’s not a stun lock because you likely won’t be able to play her every turn, but that’s ok because thanks to Think Fast you’ll be flipping down to alter ego to use Meditation again whenever possible.
Meditation is the key card here and can be used to play all of Star Lords big cards like Element Guns, Leader of the Guardians, and Bad Boy, as well as all the expensive allies. It’s counterpart is Think Fast. Try to use this every other turn to get back to alter ego as often as possible to play more expensive cards with Meditation.
It’s Star Lord so his helmet is always a top priority.
For a Justice deck there aren’t many threat removing events. The primary way to control threat is with your allies so get Leader of the Guardians out when you can. Gutsy Move and For Justice are there as well.
The allies included all serve a purpose. As stated before, Mockingbird is key to stun repeatedly. Spider-Man Peter Parker can usually take out a side scheme by himself. Nova Prime can remove the biggest non-elite minion on the board. Spider-man Miles Morales is a mini version of either of the previous two, being able to thwart for 3 or attack for 4 on the turn he comes out. Eros is great for thwarting and since you flip down a lot his ability to confuse minions can be really helpful. And Ironheart is the best chump blocker in the game.
Edit: Based on helpful comments I will add that Miles can easily be swapped out for Speed if you find yourself needing even more burst thwarting, or Nick Fury if you prefer him. Really he can be a good stand in for whatever your specific scenario is. You could use Wraith also if you have a lot of Boost abilities to avoid. I would probably keep the other allies as they are, but Miles is pretty flexible.
Attach Chance Encounter to a side scheme whenever possible, and use it to get whatever ally will help most in the current situation.
Element Guns and punching with Peter and allies is primary minion control, but there’s always Sliding Shot if you get a heavy hitter.
For keeping Star Lord alive we have Endurance for extra health and Crew Quarters to help offset the damage from Think Fast. Jet Boots can prevent a damage or two. Bad Boy is fantastic as it gives you an extra flip down to alter ego for more Meditating. And on the turns the villain isn’t stunned you should have an ally to throw in front of it. In fact you often want to block with Mockingbird so you can play her again.
If the extra encounter cards don’t go too badly on the first round or two (and let’s be honest, it’s Star Lord so they very well might) you should have enough resources and card draw to get set up very quickly. From there you can manage the board with your powerful allies and go for the win!