turtle-dude · 34
Edit. This is the updated version. after getting some good feedback for a quick swap
This is my deck for Winning Hand ep #76. It's still a work in progress, so I'm open to suggestions.
The core combo of the deck revolves around two ally. Squirrel Girl and Hawkeye. Basically, you want to get Hawkeye out so he can damage any minions that come into play. Then Squirrel Girl pings an extra damage to put almost any minion within striking distance. All the other cards are there to make this combo better/more relyable.
Make the Call is an obvious choice. Bring back Squirrel Girl on demand. Make sure Hawkeye is always on the table, and pull any number of other great allys onto the board when needed for ultimate flexibility. But you know that already. So what else do we have?
Hugin & Munin and Angela Serve to fetch minions for the combo, while also giving you an extra body on board. Not to mention the ready from Hugin & Munin, which Spider-woman likes. In addition to that, Spoiling for a Fight gives you an extra ready. This gives you some flexibilty. Letting you use your hero activation to deal some damage or clear some thrrat. Perhaps from Specialized Training for some added card draw and stats, to be sure you are finishing off those minions when you attack.
As far as economy goes, Finesse will do most of the heavy lifting. 32 cards in this deck are aspect cards. So you will have no problem finding targets for it. Clarity of Purpose Will cover everything else. Beyond that, Maria Hill, Kaluu, Captain Marvel and White Tiger will give you additional card draw. Along side Specialized Training's upgrade of choice as mentioned before.
To make maximum use of these ally, I also included Team Training and Boot Camp. Which really lets them put some good damage out before they leave play. I've also included a copy of Combat Training to do the same for our hero. With that, our specialized upgrade and Spider-woman's hero ability. we should be able to swing for a minimum of 4. Which will destroy whatever HP those minions have left, or sock the villain in the jaw.
A couple more cards to note. Hall of Heroes is there to get an added bonus from minion removal. Just remeber, it has to be "you" that takes the minion out if you want to trigger it. So to help with that, we have Relentless Assault to push a little extra damage onto the villain in the process. And Precision Strike to grab a few extra HP, to counter the down side of Clarity of Purpose. To this end I've also included Psylocke to help flip down more often, for healing and card draw from Hall of Heroes. (Side note: I've considered dropping Psylocke for a higher damage character like Wasp and let Pheromones cover the confuses. But I haven't tested that out yet.)
Finally, this is a Spder-Woman deck. So, I made sure we had a low cost curve. only four cards are above 2 cost. Three of which are Allys that will stick around a bit, and one is a support that will likely never leave play once it hits the board. Which means you should be playing two or more cards a turn, most turns. So your hero is now at a 3/3/3 plus the other stat bumps mentioned earlier. so a 5 damage swing should be pretty regular.
Summery: An ally based, minion slayer, with steady damage and confuse lock potential.
Awesome deck! I play a lot of 3/4 player, and Squirrel Girl is just a beast. Recurring her is awesome in a lot of scenarios. Also a solid shout out for Spoiling for a Fight with Spider-Woman. Great synergy there that flows with the rest of the deck.