Card draw simulator
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Honey Badger Don't Give a S#!^ | 130 | 111 | 15 | 1.0 |
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None yet |
bibenner15 · 44
Back in the day before sidekick was a thing, i did already play and build a Honey badger badger focussed deck that i never shared. The addition of sidekick made it SO MUCH BETTER.
the general idea is simple, turn 1 you mulligan to get either: Honey Badger and Sidekick or suit up (sorry i could not get the card link to work while typing this mobile) You should ALWAYS focus to get either Honey Badger + Sidekick or Honey Badger+ Danger Room Training out on turn 1, that should be possible most of the time due to the presence of suit up. If you end up unlucky and don't have a suit up, honey badger or sisterhood in hand 1, you should probably have some standard buildup in your hand (X-23 specific upgrades, clarity of purpose to use on X-23 or a command team to prepare for when you eventually get honey badger out).
From that point on it is simple, priority will be on buffing up Honey Badger, with the full setup she will be an 8 hp 3/3 ally which can be readied by Game Time, Side-by-Side and Command Team. Thus giving X-23 A LOT more readies as well.
a 30 damage + turn is not a rarity once this deck is set up. thwarting won't be an issue either. and if you can get the proper start out by getting Honey Badger and Sidekick out turn 1 then it is very simple, the fun starts from turn 1.
the built-in safety net to keep this going is the presence of 2 suit ups to get Honey Badger back in case you ever lose her, a Med Lab in case that you ever really need honey badger to do that extra 3 thwart / damage (however i recommend just keeping her alive by flipping and recovering 2 turns in a row, you have more than enough readies in order to take hero actions in those turns before and after recovering anyways, which can recover 4 from Honey Badger thus easily keeping her alive and kicking for more action.
Morale Boost gives huge value due to the sheer amount of readies you can get in a turn, you could replace those with Lead from the Front cards, however i prefer morale boost as it is cheaper.
some of you might think 'but all these upgrades are single copy, where is your consistency?' And to that i say: this is consistent enough, and you won't end up with dead certain to be used as resources cards, you have enough ways to get to honey badger and sidekick / danger room training. After everything is set up, it is fully worth not having multiple copies of for example Danger Room Training, i'll take an extra 2 hp on Honey Badger from Reinforced Suit and an extra 1 attack and twhart from Inspired over 2 more danger room trainings any day of the week.
if you were to cut anything from this deck in order to thin it down to 40, i would recommend cutting Crew Quarters (i prefer to keep it in, that 2 extra recovery over 2 turns has saved me more than once), Med Lab as you should not let honey badger die once she's set up and a single copy of Command Team.
honey badger will put in the work, and X-23 will profit from it.