Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
Jacinto · 287
Want to do 27 damage with a 1-cost attack? Then you've come to the right place!
Firepower is the best addition to aggression since Honed Technique. With three weapons in play, it can do nine damage and only costs one resource (and the opportunity cost of not exhausting those weapons for other attacks). However, with Nick Fury's Assault form, he can remove three counters and double that damage to 18. Paid for it with Aggressive Energy? Now it does 21 damage! Used Warrior Skill with it? Now it's up to 24 damage! Cleared Keep Up the Pressure? Firepower is now up to 27 damage! Step aside Dive Bombs...
Now all we need to do is get some weapons down, thin out the deck, and start blasting.
This deck features eight weapons: six for Nick and two for Deathlok, making it possible to pull off multiple Firepowers in a round. Most of these weapons don't care if they are exhausted, so they are a great target for Firepower.
- Bambino is expensive, so I typically only grab it with help from Lock and Load.
- Jarnbjorn doesn't require exhausting to use its ability, but I typically would rather spend my resources throwing down other cards that will help me thin my deck.
- There are two copies of S.H.I.E.L.D. Sidearm in the deck: one for Nick and one for Deathlok. While these have counters and require exhausting, I typically save them for Firepower unless I want to ping off a tough somewhere.
- Sidearm doesn't require exhausting and usually just sits under Deathlok
- Pulse Grenades are fantastic for Firepower. They don't require exhausting to use. I typically keep them around for most of the game until the final round, at which point I set them all off on the villain after using them for Firepower.
Getting Firepower to your hand is the only thing that stands in your way, so I've added a few ways to go hunt for it.
- Keep Up the Pressure gets a copy of it and boosts that damage by one. That's one damage per weapon exhausted, so three damage ideally.
- Aggressive Stance lets you grab an attack event when you engage a minion. For multiplayer games, I've included Target Spotter to pull minions to you when other players engage them, but you can remove this card if playing solo.
- Assault Training lets you shuffle an aggression event back into your deck while in alter-ego. After unleashing a Firepower, I typically want to flip back to alter-ego and get back into Stealth anyway, so this works well together.
Looks like fun! I wonder what that acronym stands for…