Card draw simulator
Derived from |
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None. Self-made deck here. |
Inspiration for | ||||
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X-23 - Ready to Rumble | 0 | 0 | 0 | 1.0 |
X-23 - Ready to Rumble | 0 | 0 | 0 | 2.0 |
X-23 - Ready+Repurpose | 0 | 0 | 0 | 1.0 |
X-23 prot test | 0 | 0 | 0 | 1.0 |
X-23 - Next Evolution Campaign Clear | 0 | 0 | 0 | 1.0 |
X-23 - Perfected | 1 | 1 | 0 | 1.0 |
MiguelCantillo3 · 12339
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If you want to ready 3 to 6 times per turn with 3 ATK to 5 ATK and piercing, heal 4 to 15 damage, and defend with 3 retaliate to ready again each turn, this is your deck. X-23 arrived but no different dynamics that we have seen with Drax - Perfected 2.0, and although the LEADERSHIP aspect is currently a robust option, after testing X-23 a thousand and one time with Magneto and Thanos In heroic mode, I wanted to demonstrate the reason for PROTECTION and its modifications compared to other decks.
Deck Objectives:
The main objective was to ready X-23 as many times as possible per turn, taking advantage of the modifiers of X-23's Claws and the 3 copies of Claw Mastery "until the end of the round", making the most of Honey Badger key in the development of his game.
The secondary objective and no less important, was to maintain a low cost of the cards in favor of Pain Tolerance and the engine of its healing.
Cards and Combos:
There is nothing better than explaining the deck through its combos:
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Honey Badger, all 3 copies of Game Time, all 3 copies of Leading Blow, all 3 copies of What Doesn' t Kill Me, Grim Resolve, and even X-23's Claws themselves, to ready X- 23. Don't worry about the requirement of What Doesn't Kill Me as you can play it through [Grim Resolve](/card/ 43010) (by Tano Games).
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Additionally, Elixir, 2 copies of Regenerative Longevity, Render Medical Aid, 2 copies of Protective Training due to its importance in Game Time, and X-Force Recruit, keeping Honey Badger throughout the game and always suffering from derivative damage necessary to ready X-23. In turn, Sidearm will not only give +1 ATK to Honey Badger, but it will give him ranged, necessary on villains or minions with retaliate.
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Pain Tolerance, 2 copies of Regenerative Longevity, 3 copies of What Doesn't Kill Me, Render Medical Aid, Elixir, Preservation, Angel's Aerie, and even his alter-ego with REC 6, for a character who needs to take damage to ready. And Adamantium Claws, Endurance and Front Line Specialist, easy to play through Specialized Training , since it does not lack INT to X-23, increasing its maximum health.
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Finally, Adamantium Lacing, Electrostatic Armor and Dauntless confer retaliate 3, on a character who always ready after defending, and with Angel's Aerie if you are in serious trouble you can recover almost your 19 LIFE POINTS.
Evolution:
The following very commonly used cards in X-23 were discarded for the following reasons:
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Energy, Genius and Strength. It's not worth it since there are so many 0 and 1 cost cards.
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Mutant Education: at first it seemed like an ideal option along with Grim Resolve giving play, in turn, to less used cards, however, after many attempts I ended up giving up. First, it is very restricted to being used together with X-Mansion and always, always, having better options not only to pay X-Mansion in resources, but also to be more interesting to move on to your alter-ego.
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Defiance, since we are interested in taking damage to ready.
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Taunt, we can ready 1 per phase not 2, being exhausted and it being more interesting to use the ATK in X-23 than the DEF, for me it is overused and much more useful on other characters.
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Crew Quarters and Weapon X, in most cases it is more interesting to avoid 3 damage to hero and ready again, than the alter-ego's actions.
Modifications:
Thanks to Erathis, exchanging Elixir for First Aid may be a better option as it is low cost and fits perfectly with the dynamics of the deck.
Aprecio un like!
Si te quieres preparar de 3 a 6 veces por turno con 3 ATK a 5 ATK y penetrante, recuperarte de 4 a 15 de daño, y defenderte con 3 de represalia para volver a prepararte cada turno, este es tu mazo. Llegó X-23 pero no dinámicas distintas que hayamos visto con Drax - Perfected 2.0, y aunque el aspecto LIDERAZGO actualmente sea una opción robusta, tras testear X-23 mil y una vez con Magneto y Thanos en modo heroico, quería demostrar el porqué de PROTECCIÓN y de sus modificaciones respecto a otros mazos.
Objetivos del Mazo:
El objetivo principal fue preparar a X-23 el mayor número posible de veces por turno, aprovechando los modificadores de X-23's Claws y las 3 copias de Claw Mastery "hasta el final de ronda", sacando el máximo partido de Honey Badger clave en el desarrollo de su juego.
El objetivo secundario y no menos importante, fue mantener un coste bajo en las cartas a favor de Pain Tolerance y motor de su curación.
Cartas y Combos:
No hay nada mejor que explicar el mazo a través de sus combos:
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Honey Badger, las 3 copias de Game Time, las 3 copias de Leading Blow, las 3 copias de What Doesn't Kill Me, Grim Resolve, e incluso, las propias X-23's Claws, para preparar una y otra vez a X-23. No te preocupes por el requisito de What Doesn't Kill Me ya que podrás jugarla a través de Grim Resolve (por Tano Games).
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Además, Elixir, 2 copias de Regenerative Longevity, Render Medical Aid, 2 copias de Protective Training por su importancia en Game Time, y X-Force Recruit, manteniendo a Honey Badger toda la partida y siempre sufriendo el daño derivado necesario para preparar a X-23. A su vez, Sidearm no solo conferirá +1 ATK a Honey Badger, sino que le conferirá a distancia, necesario en villanos o esbirros con represalia.
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Pain Tolerance, 2 copias de Regenerative Longevity, 3 copias de What Doesn't Kill Me, Render Medical Aid, Elixir, Preservation, Angel's Aerie, e incluso, su alter-ego con REC 6, para un personaje el cual necesita sufrir daño para prepararse. Y Adamantium Claws, Endurance y Front Line Specialist, fácil de jugar a través de Specialized Training, ya que no le falta de INT a X-23, aumentando su vida máxima.
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Por último, Adamantium Lacing, Electrostatic Armor y Dauntless conferiéndola represalia 3, en un personaje que siempre se prepara tras defender, y con Angel's Aerie si estás en graves apuros podrás recuperar casi tus 19 PUNTOS VIDA.
Evolución:
Se descartaron las siguientes cartas de uso muy común en X-23 por las siguientes razones:
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Energy, Genius y Strength. No merece la pena al existir tantas cartas de coste 0 y 1.
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Mutant Education: al principio me pareció 1 opción ideal junto a Grim Resolve dandole juego, a su vez, a cartas menos utilizadas, sin embargo, tras muchos intentos acabé por desistir. Primero, queda muy restringida a utilizarse junto a X-Mansion y teniendo siempre, siempre, mejores opciones ya no solo para pagar X-Mansion en recursos, sino para que sea más interesante pasar a tu alter-ego.
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Defiance, ya que nos interesa recibir daño para prepararnos.
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Taunt, nos podemos preparar 1 vez por fase no 2 quedando agotada y siendo más interesante utilizar en X-23 el ATK que la DEF, para mi sobreusada y mucho más útil en otros personajes.
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Crew Quarters y Weapon X, por la misma razón que X-Mansion, cartas que no se terminaban de aprovechar por resultar en la mayoría de las ocasiones más interesante evitar 3 daños en héroe y volver a prepararte, que las acciones de alter-ego.
Modificaciones:
Gracias a Erathis, intercambiar Elixir por First Aid viene a ser mejor opción ya que es de bajo costo y encaja perfectamente con la dinámica del mazo.
9 comments |
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Dec 10, 2023 |
Dec 10, 2023Excellent, I really missed your "Perfected" decks. Glad your back posting again after a year off, please keep more coming. |
Dec 10, 2023Ooohhh! Vuelven los mazos perfected! Habrá que probar éste también. Y ojalá vengan más! Gracias! |
Dec 10, 2023Elixir seems extremely expensive for what he does. Has he really been that good for you? What about First Aid instead? It fits the deck's resources better. |
Dec 16, 2023Hello |
Dec 16, 2023Buenas |
Dec 16, 2023
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Jan 07, 2024Honestly one of the most fun decks I have ever played. When you get 4+ attacks in a turn it feels incredibly powerful, thanks for posting it. I did have make one change, replacing Elixir with Professor X. The extra thwart on a cheaper ally seemed welcome, and both the options to confuse the villain if you need to go alter-ego or ready Honey Badger on a big damage turn are ideal. The only other thing is while playing 3-player I took the Combat Specialist from Specialized Training as the extra 3-4 damage a turn felt more useful, meant you could still handle minions reliably without Claw Mastery and you can flip to heal more safely with 2 other players. But it did mean Dauntless was pretty much useless, so next time I play with higher player counts I might switch to something like The Night Nurse. |
Apr 12, 2024I just played a 4-player game against Hela with this deck where my darn obligation came up 4 times - it really messed with the pace because Honey Badger kept vanishing. Any tips on ways to intervene, or is that just bad luck? |
Cuanto tiempo sin publicar! Pensaba que lo habías dejado. Habrá que probar el mazo compañero!