Card draw simulator
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The Posse Hits the Jackpot! | 181 | 142 | 25 | 1.0 |
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josseroo · 702
This deck was inspired by Man-is-Obsolete's excellent The Posse Hits the Jackpot! deck, which reminded me that Probability Field does not exhaust to use so can be used multiple times per turn. You know what that means...
Repurpose party on the Painted Lady!!!
Scenario considerations
Second, like most domino decks, it is a huge handicap to not be able to flip to Alter-Ego quite freely since she is one of the top heroes in terms of value gained from a flip to Alter-Ego. In multiplayer this shouldn't be a problem, but in solo you will typically rely on your ability to recur Professor X to facilitate the flipping, which means that stalwart villains are typically a solo no go for this deck unless their main scheme threat thresholds are really high and then you are usually still wasting Professor X's secondary effects since Domino isn't an X-Men. Against a steady villain like Magneto, it is quite reasonable for her to recur Prof X every turn and keep up the confuse status card pace to allow you to flip every turn.
Playing the deck as a combo-control deck:
- Like a typical Repurpose deck, it is best played as a combo-control style of deck, where a lot of your decision-making will revolve around minimizing current threats and preparing for future threats, while taking opportunities to get your combo pieces down, which in this deck are cards like like Pip the Pug, The Painted Lady, Probability Field and Energy Barrier. Domino's Pistols are also great control tools and any of the value generation cards like Avengers Mansion and Weapon X are going to make it easier to deal with future threats. Man-is-Obselete's deck write-up details a lot of uses of the Posse members, Jackpot! shenanigans, and other cards that are still in this deck so make sure to read that write-up too.
(Side note: When I first shared a partial draft of this write-up on discord, it sparked a conversation that helped me realize that I was playing the deck differently than just making room for the Repurpose shell in Man-is-Obsolete's deck. The Repurpose shell enables a combo-control style that helps you prepare for the worst while building toward your combo, which is different than just playing it as a tempo-oriented deck with a win-more package attached. Thanks to everybody who participated in that conversation.) - When things feel under control, if you haven't already done so, try to get a couple of your Energy Barriers down and take advantage of opportunities to get a copy of Repurpose onto the Painted Lady. If you are still getting used to how Domino works, because she discards a lot of cards per turn, you will have plenty of opportunities to see Repurpose get discarded and then to snatch it up with The Painted Lady. However, if you draw into Repurpose, you can also use your hero ability to swap it on top of your deck and then purposely discard it to then snatch it up with Painted Lady. Because you usually want two usable slots on Painted Lady to ensure you can maximize your card advantage from flipping to Alter-Ego, you will probably want to wait until the late-game to get a second copy of Repurpose onto The Painted Lady.
- Once you have two or three Energy Barriers down, 1+ copies of Repurpose on the Painted Lady or in your hand, The Posse in your hand or discard, a reasonable expectation to have access to a second copy of Repurpose and a reasonable expectation to have access to a usable third copy of Repurpose or a copy of What Doesn't Kill Me (this is where Defensive Training can help), you are ready to roll. Flip to Alter-Ego, get some combo pieces into your hand (The Painted Lady is one card per turn so you will need to grab and hold something on the turn you flip down to Alter-Ego and then grab another something on the final turn).
Combo time!
An easy-to-achieve, modest final damage push using The Posse, two copies of Repurpose and one copy of What Doesn't Kill Me, with Outlaw and White Fox on the board would give you the following damage (assuming a simplified 1.5 resources on average per discarded card), starting from Alter-Ego:
- 3.5 damage: Initial basic attack with Domino + Probability Field
- 5.5 damage: First basic attack after Repurpose
- 7.5 damage: Second basic attack after Repurpose
- 3.5 damage: Initial attacks from Outlaw and White Fox
- 11 damage: Basic attacks from Domino and allies after The Posse
- 7.5 damage: An attack after What Doesn't Kill Me for good measure
- 3.5 damage: Attacks from both pistols + sharpshooter
That's ~42 damage (with some decent variance) and if you are able to squeeze out a third Repurpose, that can get you at least another dozen damage. With your initial hand of 6 cards (with a Repurpose being held from the previous turn), a copy of Repurpose from the Painted Lady, a copy of The Posse from Pip + Weapon X and an extra card from Avengers Mansion, you can reasonably fit a third Repurpose in on top of that if you have a third Energy Barrier down or alternatively get a second What Doesn't Kill Me played with some help from double resources and Jackpot!.
Additional notes
- Ironheart replacing Atlas Bear. I agree with Man-is-Obselete's assessment of the value of Atlas Bear, but this version of the deck requires a little more setup so I prefer the tempo that Ironheart offers over the longer-term value and deck knowledge that Atlas Bear offers. Defensive Training instead provides a little extra support on your penultimate and final turns to make sure you get all of those juicy green readying events where you need them.
- It was a tough choice, but I ditched Build Support and Superpower Training. Because of her deck manipulation, I find I can get the important pieces (Probability Field, Pip the Pug, The Painted Lady) down in a timely way without too much trouble. All that being said, Defensive Training is really there to help you get maximum damage out of your combo so swapping one of those Player Side Schemes back in for Defensive Training is reasonable, and perhaps a wise thing to do in terms of making sure your game goes smoothly. I would recommend Build Support a bit more highly. Despite the fact that it is a somewhat inefficient way to get some of her most critical support cards out (Pip the Pug, The Painted Lady and Weapon X), it is still useful if you already have those cards out since you can grab a Med Team with it pretty much whenever. Similar things could be said for Superpower Training, which allow you to get Probability Field, Domino's Pistols, Sharpshooter or a late Energy Barrier out, but the hero cards on that list tend to be quite easy to manipulate into your hand thanks to Pip the Pug. If flipping often is likely to be a bit more of a challenge, then I would choose Superpower Training over Build Support or Defensive Training. Also note that Domino's thwarting is not great until she gets Probability Field down, so these Player Side Schemes pulling out relatively cheap cards can feel like a poor return on investment. However, if you're playing the Professor X recursion game, you will often have more thwart than you need, so a Personal Side Scheme becomes easier to deal with in this case.
My other decks from the NeXt Evolution wave:
Looks good in green!!! Excellent write up, you really laid out your reasoning well and showed some great examples. Great guide to the hero and deck!