Card draw simulator
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None. Self-made deck here. |
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LeroyJJenkins · 67
Firepower, more like Knifepower!
Drax is here to show some real firepower! The core idea of the deck is very simple: play Drax's Knife, Drax's Other Knife, and then exhaust them for Firepower to do big damage. Since the Knives do not need to exhaust to provide their effects, Firepower becomes a good card with 1 knife and an amazing card at 2 knives.
Spears are kinda like knives, right?
Beyond the key firepower combo, the other key cards in the deck are a Guardian package with allies, Knowhere, and Energy Spear. The allies that can stick around for long time, in particular Bug, Martinex, and Groot, are excellent targets for the Energy Spear, which are then exhausted when you play firepower for 3 more damage. Like his knives, the spears provide their effect without exhausting, so firepower can be used for massive damage with no draw backs.
Getting Ready to Stab
The remaining cards are focused on rounding out the deck and providing some tempo early on. There are a lot of readies with C.I.T.T., Limitless Stamina and Spoiling for a Fight (and "Fight Me, Coward!"), so early on the plan is to defend/Parry villain attacks to keep the damage intake low, then swap to attacking once the vengeance counters are stacked and you have DWI Theet Mastery in play (as attacking and defending at that point will both draw a card).
Smash the Problem is really just a worse version of Intimidation, but it is very useful to avoid losing to side schemes from turn 2 onward. In addition, Combat Training is very strong, as it boosts Intimidation, Smash the Problem, Parry, and Payback (8 targets) in addition to increasing your attack.
Booster Boots, Throg, and Suppressing Fire form a small defense package. Booster Boots is there to reduce damage intake a little bit and works best early on, while Suppressing Fire is meant to help heal some of the damage later on and enable consistent Blood Rage usage. In particular, it can be a good idea to use Groot to block minion activations to enable Suppressing Fire if you know you are likely to draw one in the future.
Removing Extra, Non-Knife Cards
If you are a 40-card gamer, the best choices to cut to get to 40 are the 3 copies of Suppressing Fire, although Blood Rage, Booster Boots, or Smash the Problem can be situationally less valuable.
Some other cards that could be decent inclusions depending on the scenario are The Best Defense⦠for bruiser scenarios (Juggernaut, Expert Rhino, Ronan, etc.), Chase Them Down for more thwart-heavy scenarios, and of course generic staples like Professor X, Nick Fury, or Energy.
I only used 2 double resources because there are only 9 "real" 2+ cost cards (I'm excluding the 3x Knife Leap because you will likely not be playing them for 2 resources or more), and after the first deck cycle you could reasonably have only 5 or 6 2+ cards left. Whether you want to play with 2, 3, or even fewer than 2 is probably a playstyle choice. If you know you are a person who plays an ally every time you have one, then I'd include all 3 doubles.
Anyways, enough talking, time to show what real Firepower looks like!