Card draw simulator
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None. Self-made deck here. |
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neothechosen · 10794
A while ago I proposed a "Core Set Only" deck for Black Panther (https://marvelcdb.com/decklist/view/21259/beginner-s-guide-core-set-only-1.0). I often see new players asking for advice on Reddit and thought I could share a tip or two since I've been playing the game from day one.
Here's a "Core Set" list for Captain Marvel and a few tips (some of which are just repeated from Black Panther's list, if you read that one).
ABOUT THIS DECK
Building a solid deck with just the core set offers limited options. Because you need 40 cards at least, it means even this list includes cards that I would not usually recommend, or an unusual number of a card that is limited to 1 per player (such as Heroic Intuition). Feel free to change the list to your liking and try other players' advice too!
HOW I PLAY
I usually tend to play the game in a "controlling" way:
- get rid of side schemes
- get rid of minions
- get rid of villain attachements
- keep the main scheme at ZERO threath or close
- while I do this, I also want upgrades and supports in play ASAP so, over time, my turns keep getting stronger.
- WHEN side schemes, minions, main scheme are under control, THEN I consider hitting the villain. An empty main scheme/villain board is also useful if you need to revert to Alter-Ego and Recover.
With Captain Marvel, reverting to Alter-Ego is pretty useful as you can use her 'Commander' ability, Alpha Flight Station to build a huge starting hand!
CAPTAIN MARVEL
Captain Marvel is simply amazing. Her Energy Absorption makes it easier to play high-cost cards, she's got built-in heal and draw with 'Rechannel' and Energy Channel is an incredible attack that stays in play and that you can take your sweet time filling up until you're ready to unleash your power.
This is your ticket to victory. Keep controlling the threath level, vanquish minions with your basic attacks and Photonic Blast, while putting in play supports and upgrades, fill up Energy Channel and destroy the villain.
PLAYING THIS DECK
I have a feeling that the list itself is pretty self-explanatory: play For Justice! to keep threath to a minimum (or basic thwart with Heroic Intuition) ; allies to help you thwart / stun (Mockingbird) / draw and block (Nick Fury) or confuse (Spider-Woman). If the game starts with side scheme(s) in play, you may want to mulligan for those thwarting cards to help.
As the game progresses, put as many supports and upgrades in play to "thin" your deck, which means when you shuffle it back you'll have less cards to draw to get to your most significant ones (Energy Absorption, Energy Channel, Photonic Blast).
EVENTS, SUPPORTS AND UPGRADES
Besides Avengers Mansion and Helicarrier, I included 3 Heroic Intuition and 2 Interrogation Room. Why? Only one can be played if you solo the deck. Agreed. BUT since they're cards, they can be used to trigger 'Rechannel', healing you and getting you a replacement card. OR they can be used to put more energy counters on Energy Channel, or trigger Photonic Blast's card draw. So, basically, they're never really useless thanks to Captain Marvel's affinity.
Same goes for Haymaker or Emergency, although that last one may help you if you revert to Alter Ego by preventing threath a little when the villain schemes. Even The Power of Justice can be used for Rechannel / Energy Channel / Photonic Blast ().
Don't forget to put Alpha Flight Station, Cosmic Flight in play too, very useful.
EXPANDING THE DECK
If you happen to like the deck and it feels comfortable, you may want to take it to the next level. However, with only the Core Set, it will be impossible to make it a lot better. Here are a few suggestions:
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What to take out? I'd personnally first take out the extra Heroic Intuition, the Interrogation Room, Haymaker, Emergency, Jessica Jones to make room for new stuff.
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If you get the Black Widow pack, Agent Coulson with Spycraft and Counterintelligence can help you prevent threaths / horrible encounter draws (such as Shadow of the Past or an untimely Advance). Counterintelligence is also . The Black Widow pack also has Quincarrier, which produces , ideal for your energy requirements.
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Also, Under Surveillance from the Thor pack is awesome in solo play.
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Foiled! from the Doctor Strange pack can replace Emergency and negate up to 3 threaths when the villain schemes (but is useless against "0" boost icons, beware!). It is also a .
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Clear the Area from the Rise of Red Skull can be nice and replaces itself with card draw. Ideally, I combine it with Sense of Justice, but that one is in the Quicksilver pack.
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Turn the Tide from the Scarlet Witch pack is awesome, a , and deals 3 DMG for a cost of 0 when you clear a scheme. Leaps and bounds above Haymaker.
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Sonic Rifle from the Venom pack, just awesome for the price (3), gets you 2 confuses.
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One Way or Another can be nice if you can defeat the side schemes easily. Look for it in the Nebula or Spider-Ham pack.
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SHIELD deck archetype: from the Sinister Motives campaign box, you could get Homeland Intervention, Monica Chang that you would use with Surveillance Teams, access to Agent 13, Dum Dum Dugan, Field Agent, Global Logistics, Sky-Destroyer... Homeland Intervention can even turn your Alter-Ego into a thwart force!
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I still have to get my hands on Mutant Genesis, but Professor X confuses the villain AND has a 3 THW, plus can block the incoming hit... Seems too good to pass up!
FINAL WORDS
If you got here, well... thanks for reading it all! Welcome to Marvel Champions!
If the deck / write-up did help you, let me know! I thought about proposing decks for other Core box heroes too, when I get time.
Have fun!
Thanks for the write up. Still learning the game, your core set only builds have been very helpful to get my head around the characters and what considerations you make when constructing the deck (limited as it may be).