Card draw simulator
|None. Self-made deck here.|
teamcanadahockey2002 · 2295
One of the interactions I've been trying to play with is using Government Liaisons along with Field Agents. Agent 13 has been an obvious target, but an underutilized option is Hawkeye's ally Mockingbird. Her ability to block for Hawkeye every turn is both unique, and essential to many of his builds.
She has some pretty natural synergy with these S.H.I.E.L.D. cards, as you can use the Government Liaison to play her for a discount of one. You can also use the Helicarrier to discount her a second time, and if you activate Agent 13 first, you can ready the Helicarrier for a double discount. Playing Mockingbird for free isn't a new concept... usually this involves a combination of Avenger's Tower and Team Building Exercises, but this option all comes with the S.H.I.E.L.D. tag for a nice theme, but also great synergy with this suite of cards.
(To be clear on the timing here, the order of play for Mockingbird then is usually: Helicarrier --> Agent 13 --> Helicarrier --> Government Liaison --> Play Mockingbird to table.)
Perhaps most importantly, since Mockingbird will return to your hand every turn, you'll be able to guarantee a trigger of the Sky-Destroyer every turn for 2 damage. With her ability to prevent damage, once she's set up you'll have the villain attack covered, 2 THW or 2 ATK coming from her, plus 2 more ATK from the Sky-Destroyer. The only resource you'll need is the one to trade for Mockingbird upon villain attack. With the new villains coming out, being able to just say 'NOPE' to an attack, whether piercing, overkill or boost cards, it really doesn't matter.
So then, the question became how to best use Mockingbird in this way? Hawkeye's arrows essentially live in their own ecosystem, and you can generally exhaust Hawkeye for 2 good attacks (either one arrow and one basic attack, or two arrows) per turn so you've got some decent damage planned. It is possible to run this build without Justice, but having access to the Field Agents to keep Agent 13 alive is pretty sweet, and having access to Global Logistics and Homeland Intervention with all these S.H.I.E.L.D. cards on the deck is always a solid idea.
So then, the final piece to put this all together is One Way or Another. This should allow you to get some pretty serious card draw going, knowing that Agent 13 and Mockingbird are going to want to activate once each per round anyways, so that's 4 threat you should be able to remove. Adding in the possibility of Homeland doing up to 6 THW, you should be pretty confident of removing the side scheme you pick (at lower player counts) on that turn without needing to spend all the cards you just picked up. Global Logistics could be used to check your deck before using your Quiver even just to improve the odds of finding the arrow you need.
Final considerations then include how to fill out the rest of the deck. Personally, I'm going with Endurance because of Hawkeye's general squishiness. But, since we're expecting Mockingbird to block for us every round, we don't need to flood the board with too many allies. Fury and War Machine round out the theme nicely, but you could certainly change those out for others. An interesting idea is just to take Assess the Situation, just to run a smaller deck if you think what I've described above covers everything you'll need.
As always, thanks for taking the time to check out the deck. If you haven't seen Brute Force Arrows, my previous Hawkeye deck, give that one a look. Until next time Champions...