Card draw simulator
|None. Self-made deck here.|
|Nova: High Octane Aggression||6||5||1||1.0|
|Super Nova Aggro||0||0||0||1.0|
|Sharx - Don't Stop Me Now: Super Nova - Limited pool||0||0||0||1.0|
|Sharx - Don't Stop Me Now: Super Nova - unLimited pool||0||0||0||2.0|
dr00 · 18766
I'm traveling at the speed of light
I wanna make a supernova man out of you
Welcome again, travelers! I have been awaiting Nova's release with bated breath. There are some game-changing cards in this pack that offer up the chance to have a look again at some older cards.
This deck is ideally meant to work in minion-heavy scenarios. In higher player counts, you can forgo some of the allies to focus on your primary role of just nuking everything in your way.
The primary win condition is the ability to completely wipe the board with massive supernovas that only really run out of gas when you run out of bad guys to pummel. It includes the following cards:
Honed Technique increases the damage of aggression events by their printed cost, as long as you spend a . Luckily Nova has no difficulty doing that, but more on that later. For Dive Bomb, that means it does 11 damage to one target, and 5 damage to every other target on the board. What's more, you will draw a card for every enemy defeated this way thanks to Unleash Nova Force. You'll also ready Nova, and when you activate him again, he can ready his Supernova Helmet. Any minions that are close to dying can be finished off with a combination of Nova's basic attacks and Jarnbjorn, which will also ready him, draw a card, and ready his helmet.
To help support this combo, Angela, Looking for Trouble, Champions Mobile Bunker, Moon Girl, No Quarter, and "Bring It!" are included to find more dudes to punch and the cards to punch them with. And after all that, celebrate your glory at the Hall of Heroes and get ready to fight again. Ms. Marvel and The Locust round everything out by recurring your most important pieces.
This deck does not include Energy, Genius, or Strength, which is normally only reserved for decks with a very low cost curve. There are quite a few cards with high costs, especially Dive Bomb and Honed Technique. However, keep in mind that is very impactful in this deck. First of all, you have access to at least two every phase with Supernova Helmet, which generates a single and readies after Nova performs a basic action. It's perfect synergy with Jarnbjorn, but also helps pay for nearly everything you need. Additionally, Lightspeed Flight and Pot Shot both double the resources when paying for it when you use a , and Forcefield Projection, while only a single resource card, has an extra effect when using a wild to pay for it. Resourceful is an oft-overlooked card, but has benefits here for the aforementioned resource generation, but there will be many turns in which you have an extra resource or two floating from your Supernova Helmet, and it can help smooth out resources for later rounds.
Also to help facilitate resource generation, Unleash Nova Force and Hall of Heroes will draw you an enormous amount of cards. Once you have all of your non-red pieces available, you can punch hard with No Quarter and dig for something like Dive Bomb, The Locust, The Power of Aggression, or just get some more resources. Remember that it hits for 6 after being boosted by Honed Technique, so can end up drawing a lot of extra cards and digging further through your deck. Champions Mobile Bunker, Jesse Alexander, and Team-Building Exercise will assist this as well. Remember that Team-Building Exercise just needs a matching trait, so all of your Champions allies, Champions Mobile Bunker, and Dive Bomb will benefit from the discount.
Angela and Wasp are the only non-Champions allies, but they won't benefit from Team-Building Exercise exercise even with matching traits. Angela helps find minions to destroy and can help even out the math to let Nova defeat them for Unleash Nova Force and Hall of Heroes procs. The remaining allies are just general utility, but you can include any combination of Champions allies, including those not in the list such as Bombshell, Brawn, and Vivian. I highly recommend including The Locust, as she can pick up any Aggression event you might need, and Moon Girl since it's ridiculously easy for this deck to pay the .
Ms. Marvel as always helps keep the train going by bouncing an important event back to your hand. Unleash Nova Force is generally going to be your primary target, as you can still combo well without Dive Bomb, it's quite expensive without the support of Unleash Nova Force, and you might discard your other copy with No Quarter. However, once you're set up well and have a good amount of counters on Hall of Heroes, the villain is low, or the first one wasn't enough, grabbing Dive Bomb can help close out the game for you, and two Supernovas in the same turn is truly a thing of beauty.
"Go for Champions!" is an insanely powerful card, but be careful with using it. Because it prevents all damage, and Ms. Marvel's ability requires paying 1 damage as a cost, you cannot simply use her to keep playing this card every round. Very sad, I know. However, you can play an event, have her bounce it back to your hand, then play "GFC!" and gain the benefit for everyone else. Remember that it lasts until the end of the round and prevents all damage. That includes damage from treacheries, attacks, and consequential damage. Importantly, it also includes Retaliate, which might be necessary with attacking so many minions at once or the villain multiple times in a single round. Very helpful in the fight against Zola.
Nova is probably my favourite hero in Marvel Champions right now, and this deck is just insanely fun to play. It's viable solo and really shines in a group setting. Just warn your friends ahead of time when you're about to have a huge turn so they can make a coffee, take a nap, or start doing their taxes while you win the game for everyone :P
Until next time, space nova