#1 Stunner (Cap Protection)

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
Super-Soldier Sentinel - Captain America Protection 3 3 0 1.0

diesel · 104

The idea behind this deck is to use Steve's well rounded stats, readying ability, resource generation, and protection's treachery manipulation to "smooth out" the game for the group.

This deck won't win you the game, but it should prevent your group from losing.

Priority #1 should be to put a stun on the enemy each turn. Between 3x Heroic Strike, 3x Tackle, and Mockingbird - that should usually be doable.

Next, Steve should be defending at least 1 attack each turn (possibly 2 w/ Indomitable in bigger games or bad encounter card draws). With Captain America's Shield you're defending for 3. If you can get the Armored Vest down you're at 4. Add in the retaliate and Steve is keeping himself and friends clean while dishing out some hits back.

Preemptive Strike and Energy Barrier keep Steve clean from bigger turns that his 3+ defense can't quite handle. Med Team keeps him and his allies in the fight longer and Captain America's Helmet is extra insurance when things don't go exactly as planned.

Black Widow is around exclusively for cancelling the worst-of-the-worst treacheries when you don't have a Get Behind Me! in hand. Enhanced Awareness is there to feed her the her ability requires. Nova helps pick off smaller minions when combined with Cap's retaliate. Enhanced Reflexes keeps available when needed.

2x Super-Soldier Serum's, Avengers Mansion, and Helicarrier give Steve a great resource engine. Ideally you're playing about 2 cards per player phase - one "stun attack" and either resource engine/defense setup/ally.

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