Chumps of the Galaxy

Card draw simulator

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Derived from
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im_not_hydra · 47

This is an entry for the Winning Hand's Episode 78 - Multiple Man.

The idea here is simple - chump blocking galore. Multiple Man is great for it, as are all the other allies in this deck. But why Gamora? Besides the fact that Gamora is my favorite hero in the game, Multiple Man is a strong pairing with her. At first, it seems counterintuitive. Gamora wants to play events, not allies, and in particular, she wants to play multiple events per turn. But that's exactly why MM is great with her. Instead of getting 3 cheap allies out over 3 turns, with limits on the events played those turns, MM only requires one turn to get 3 allies on board, so Gamora can go back to attwarting-thacking on the next turn. What's more, Gamora is not a big board-builder. It's not like MM is going to compete with some essential support or upgrade for your game plan. About the only reason not to play Multiple Man, other than some pressing crisis that could cost you the game, is if you have both Keen Instincts in your hand as well.

I've played this solo and had a lot of fun with it, but it would do just fine in 2 or 3 player and could still defend a fair amount for the table, especially if Gamora uses her basic defense with Armored Vest and let the allies block for other heroes.

The other allies are largely back-ups until you can get Multiple Man in play, but the card draw with Brother Voodoo and Nick Fury work well with Gamora and her efficient events.

Speaking of card draw, Press the Advantage is here as a low-cost attack that combines well with the Confuse/Stuns you can easily achieve paying for Concussive Blow/Tackle using Keen Instincts. Momentum Shift provides healing while still being an attack event.

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