Card draw simulator
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None. Self-made deck here. |
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D.M.Tip · 1792
“Sooner or later, every man shows himself.”
Hey friends! Here is another multiplayer-focused Scarlet Witch deck I thought was fun. So, get ready for a chaotic investigation experience!
Initial Response
In the Winning Hand podcast, episode 13, Team Investigation wasn't well received. And I don't blame them. Even though the concept is really cool, its per-player cost scales poorly. But what if you could play it for free?
Preliminary Investigation
The baddies are out there planning terrible things and we need to investigate their side schemes to stop their main objective. This deck aims to use Chaos Magic frequently to play big impact cards.
Detailed Investigation
In a 4-player game, Team Investigation costs a whopping 8 resources! It's not very easy to use without several players emptying their hands. That is, outside of Chaos Magic. Since this is probably the only viable way to play Team Investigation, let's use it more often than normal.
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Hope Summers can be used to grab Chaos Magic from your deck.
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You can grab it again from anywhere with Generation X, though only once per game.
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Utilize Chance Encounter to grab Hope Summers again if Chaos Magic is in your deck.
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Go into a Spiritual Meditation about the investigation to cycle through your deck more quickly to find Chaos Magic or reset your deck so you can draw into it again.
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Flip as often as the situation allows, so you can take advantage of Superpowered Siblings and Agatha Harkness to dig through your deck even more.
Case Development
Investigations cannot be done alone, even for one as skilled as Scarlet Witch. We must rely on several hand-selected allies to aid in our investigatory efforts, including the local police.
The single, most notable ally we have is Spider-Man, who loves Chaos Magic and can typically clear an entire side scheme in one swing.
For everything else, we rely on Hex Bolt and Zone of Silence, which also benefit from how quickly we can cycle through our deck.
In the course of solving all of these cases, you can also lay a trap to put some serious hurt on the villain.
Case Closure
I had a lot of fun with this deck in multiplayer. It is flexible enough to withstand almost any adversity while waiting to take advantage of Chaos Magic for those big impact cards. It doesn't have the raw threat removal as some other multiplayer Justice decks I've piloted, but in my testing I found I just didn't need it because side schemes were wiped out so quickly when they appeared.
Beat Cops are also pivotal to keeping the main scheme under control and they allow flexibility to chip away at side schemes along with threat removal from your basic activation, allies, and Hex Bolts.
Let me know what you think and if you give it a try. I'd love to hear your feedback, how you might improve it or customize it for your play style.
Peace!