SCL S18R1 Telekinetic S.H.I.E.L.D.

Card draw simulator

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

tjjj · 446

This round was rough. Like really rough. My rounds were ok with 6/7/7 and all clean except one game where I had to leave 3 on the main and GTFO. Two rounds gave Robert Kelly a clean bill of health, one round he almost died.

I tried several iterations of Justice. Then I tried Pool and Aggression and found that I simply could not control the board enough with any of the decks. Between the Brothers Grimm attachments and the Mystique treacheries there could be an avalanche of encounter cards if you don't have lots of options to control the encounter deck.

Enter the S.H.I.E.L.D. deck. This was the only deck where I felt like I had any semblance of control and even then things could get out of hand quickly. Most of this kit is standard for the archetype, but some noteworthy cards include:

Mutant Education and Generation X were both clutch in getting Telekinetic Attack and Telepathic Trickery at key moments to close out the game. With a stun/confuse and a global logistics you could control up to 3 turns in a row.

Vivian came in handy at least twice that I can remember (although all the test games make it kidn of a blur at this point). She could blank the non-healing side schemes and all of the Brothers Grimm attachments.

Marrow's damage was pretty huge overall. 2 for 6 is great efficiency and I needed every bit of damage I could get.

I hope to never play this combination of mods/villains again in SCL, lol.

1 comments

Jul 24, 2024 corbintm · 1968

great deck sir