Card draw simulator
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Cappster_ · 7
As a newer fan of Marvel Champions, Agents of S.H.I.E.L.D. was my first contemporaneous Campaign Expansion and the first Campaign Expansion I completed on Expert. These decks will also be my first submissions to the site, so be kind!
For my Expert Playthrough, I chose to keep Nick Fury and Maria Hill in their Pre-Con Aspects. Nick Fury in Justice and Maria Hill in Leadership were a perfect pairing. This Nick Fury deck is meant to be paired with the Maria Hill deck:
The Man
Nick Fury is the master spy who knows the absolute value of Intelligence. He is the man who has an answer to Everything. In my first iteration of this deck, I stacked it with Preparation events to synergize with his Secret Agent title, but it lacked direction. I culled many of the more situational Prep cards, but kept those focused on Encounter Card manipulation.
There are still plenty of Preparation cards for Secret Agent synergy, but they are now supplemental to Nick's overall Threat and Encounter Deck Control strategy.
The Plan
In your opening hand, you want to mulligan hard for Heroic Intuition, Leo Fitz, Fury's Watch, or Fury's Flying Car. If you can get two of these, that would be even better. You'll want to start clearing the threat immediately to establish control. Even better if you mulligan into a One Way or Another! At least one Side Scheme in each of the Agents of S.H.I.E.L.D. encounters is mostly harmless at the beginning of the game.
If you have Fitz in your opening hand, but neither Fury's Watch nor Flying Car, first fetch the Flying Car. This will allow you to build threat on your suit, which you can use on your next turn when you fetch the watch. If you have Fitz and the Flying Car, fetch EM Shield as a resource, or to pitch at the end of your turn. The damage you take as Nick Fury is negligible; in this deck, this card is almost only good as a resource.
You may be wondering why Fitz was included in the deck, if there are only three Tech cards for him to target. First - Fury's Flying Car and Fury's Watch are that important. Second, with Leo Fitz in play, you'll always have a S.H.I.E.L.D. card available to pay the cost of Global Logistics and Homeland Intervention. Global Logistics Fuels Pulse Grenade, and also allows you to pitch A.I.M. Interference without consequence.
Intelligence is Nick's most important Preparation card. Paired with Practiced Plan, you should be able to reliably choose how to best deal with the Encounter cards you've been dealt.
Sometimes, You Have to Get Your Hands Dirty
There is also a lot of Damage Potential in this deck. You'll be amassing more Threat on your Suit Form than you can spend off with Fury's Watch. Sometimes you need to take a turn to get rough with the bad guys. With Fury's Car and 7 Threat, you can do 10 damage just in Basic Attacks. Then you can use a Concentrated Fire or a Covert Surveillance to put you back into Stealth Suit Form.
Pulse Grenade is tagged (attack), so be sure to boost it with your Assault form. Just make sure you time it with a way to get back into Stealth suit form.
Other Considerations to Plan For in Agents of S.H.I.E.L.D. Expert Campaign Play
Global Logistics lets you discard A.I.M. Interference with no effect, and is super powerful. Target Acquired can save you from an A.I.M. Interference as well, but is more situational. I'd save triggering Target Acquired until I knew I had passed a couple of the A.I.M. Interferences or had them under control. Always use Fury's Watch to clear Chief Surveillance Officer, if it is otherwise not going to be used in a turn.
Agents of S.H.I.E.L.D. (Expert) Stats:
- Black Widow | 1/3 (Game 1, Threat out Turn 2 | Game 2, Turn 1 A.I.M. Interference | Game 3, Victory)
- Bartoc | 1/3 (Game 1, Threat out Turn 2 | Game 2, Threat out Turn 5 | Game 3, Victory)
- M.O.D.O.K. | 2/2 (Game 1, Victory | Game 2, Victory)
- Citizen V (Power of the Atom, Supersonic, The Leaper) | 1/2 (Game 1, Victory | Game 2, Loss to Damage)
- Baron Zemo | 1/2 (Game 1, Threat out Turn 2 | Game 2, Victory)
Overall Record | 6/12 (50%)