Card draw simulator
|None. Self-made deck here.|
diesel · 57
I've been sitting on this deck since the Hulk pack released and just never got around to posting it. Absolutely one of the best (and most fun) decks I've played. Enjoy!
Build on the "Stun Lock" concept, but pivot from Protection to Aggression, using a bunch of the great new cards from the Hulk pack release.
By pairing Cap with Aggression, we can capitalize on the advantages that stuns give us in a way that Protection never could: by putting higher damage levels directly on the villain.
I play almost exclusively 2-player with my wife
Green Goblin Mutagen Formula / Under Attack - won easily - Iron Man Justice partner deck
Rhino / Kree Fanatic - won easily (10 cards left in encounter deck on first pass) BP Leadership partner deck
Klaw / Kree Fanatic - tough win - BP Leadership partner deck
Mutagen Formula / Doomsday Chair - Ms. Marvel Justice partner deck
- Normal rules apply here: engine cards like Helicarrier, Super-Soldier Serum, Martial Prowess, and Steve's Apartment are your targets. Double resources (Energy/Genius/Strength) to play them.
As with most decks, build your engine on your first pass through the deck, managing the board state as you go.
Don't be shy about using "I Can Do This All Day!" to double-thwart.
Mid and Late Game
Most turns you should be able to put a stun on the villain, but adapt to the board state! You may need to throw away most of your hand for a timely Shield Toss to clear the shit-storm of Goblin Thrall's that flipped during the Villain Phase. The deck is pretty flexible - use it!
If you're lucky enough to have the cards and resources to do it, a nice little combo is Heroic Strike or Drop Kick to stun the villain, playing Toe to Toe for a free five damage (clearing the stun), then re-stunning the villain with another Heroic Strike or Drop Kick.
There aren't any big damage-dealers like Swinging Web Kick, Supersonic Punch, Hulk Smash, etc. - but you will put consistent damage on the villain and stay in Hero form longer, allowing you to keep Cap on the offensive.
- I did not think highly of this card when I first saw it. To my mind, having to pay all resources still makes it situational - but this is definitely the right situation. Four damage and a stun for a net of three resources works just fine for this build.
- Along with Super-Soldier Serum, Martial Prowess makes this deck go. It really opens up your options when you can play a Heroic Strike or Drop Kick without spending any cards in hand. Works great for triggering Relentless Assault's overkill as well.
- Good for taking on low ATK, high HP minions.
- With the emphasis on resources in this desk, Jarnbjorn makes a lot of sense. It's my personal belief that effective use of Jarnbjorn requires a deck built around it (see my review on the card page!) and it's just not my focus here.
- I don't love this card, but if the scenario is lacking minions, you may want to swap out the Relentless Assault for the extra and villain-hitting ability of Uppercut.
- As with most Aggression decks, this deck can struggle with threat, but Cap's "I Can Do This All Day!" ability, Agent 13, and Fearless Determination all do a lot to offset that weakness. I've not had too much trouble yet. You'll also be actively limiting the opportunities to play "You'll Pay for That!" through stunning, as a result, this card get's left out.
- Always a consideration, but ultimately, the villain should be incapacitated enough that it's just not necessary.
Check out my other decks!
I borrowed (stole) this format from Brian-V. Hopefully you don't mind :)