Todo a la vez en todas partes/Everything everywhere at once

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet

Meffy · 111

No hay mucho que explicar de este mazo, Máquina de Guerra es una picadora de carne por si sola y lo único que necesita es tener capacidad para Intervenir y robar cartas para jugar sus mejoras lo antes posible.

En el primer turnos es muy probable que nos compense quedarnos en Alter Ego, no nos debe preocupar ya que la capacidad de quitar plan de este mazo es brutal. En estos turnos intentaremos bajar la máxima cantidad de mejoras y apoyos posible, de esta forma tendremos muchos recursos y mucho mucho daño en poco tiempo. Las cartas de Evento solo las jugaremos si no hay otra cosa que hacer.

Prácticamente toda la partida nos los pasaremos de Alter Ego a Héroe y de Héroe a Alter Ego para recargar munición, esto hace destacar a Camarote de tripulante ya que cada turno nos iremos curando 1 de vida y nos permitirá absorber daño no defendido sin miedo cuando nos encontremos en Héroe.

En cuanto a las cartas de Justicia, estás funcionan por si solas con el combo de De un modo u otro que nos permite robar 3 cartas e Investigador sagaz de las 12 cartas de evento incluidas, 9 nos permiten quitar plan de forma sencilla. La mayor parte de las cartas están orientadas al recurso que potencia el uso de Crisis resuelta e Imponer la ley. Aunque Vuelo ágil es situacional y requiere del rasgo Aéreo su recurso nos vendrá de lujo. Además, en cuanto Sentido de la justicia esté en juego y tengamos varias mejoras en la mesa, será muy fácil jugar esta carta junto alguna otra intervención.

En pocos turnos podremos tener la mesa siempre limpia haciendo uso de los eventos propios de maquina de guerra pagados con Guantelete artillado y usando el resto de recursos para eliminar plan.


Espero que os guste esta configuración, os leo en comentarios! Y te recuerdo que puedes seguirme en las redes sociales:


There's not much to explain about this deck, War Machine is a meat grinder on its own and all it needs is the ability to Intervene and draw cards to play its upgrades as quickly as possible.

In the first few turns it's very likely that we'll be compensated for staying on Alter Ego, but we shouldn't worry about it because the ability to remove plan from this deck is brutal. In these turns we will try to drop as many upgrades and support as possible, this way we will have a lot of resources and a lot of damage in a short period of time. Event cards are only played if there is nothing else to do.

Practically the whole game we will spend them from Alter Ego to Hero and from Hero to Alter Ego to recharge ammunition, this makes Crew Cabin stand out because every turn we will heal 1 life and it will allow us to absorb undefended damage without fear when we are in Hero.

As for the Justice cards, they work on their own with the One Way or Another combo allowing us to draw 3 cards and Shrewd Investigator. Of the 12 event cards included, 9 allow us to easily remove plan. Most of the cards are resource oriented, which boosts the use of Resolute Crisis and Laying Down the Law. While Agile Flight is situational and requires the Air trait, its resource will come in handy. Also, as soon as Sense of Justice is in play and we have several upgrades on the table, it will be very easy to play this card along with some other intervention.

In a few turns we can have the table always clean by making use of the war machine events paid for with the Artillery Gauntlet and using the rest of the resources to eliminate the plan.


I hope you like this configuration, I'll read you in the comments! And I remind you that you can follow me on social networks:

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