Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
T00MuchHam · 21
I’m not here to babysit anyone; I’m here to solve problems before they solve us. This deck? It’s a precision tool. If you play it right, villains don’t stand a chance.
Early Game – Setup and Control
First things first: Let me (Bucky) build the plan and The Winter Soldier execute on command. I'll get my weapons and upgrades online fast. (Don’t be afraid to stay in alter-ego for a turn or two to generate resources) — patience pays off. When I flip in the early rounds, Aggressive Stance turns me into a threat machine, and Bambino or S.H.I.E.L.D. Sidearm in play early means I’m ready to drop serious damage without hesitation.
Allies matter. Cap, Nick Fury, Wolverine, Deathlok, and Two-Gun Kid aren’t just decorations. Drop them to control minions, protect against the main and side schemes, and to extend the teams reach where it is needed. Nick Fury keeps the cards flowing; Wolverine and Deathlok are your hammer when minions start piling up. Two-Gun Kid? The living example of two birds with one stone. And Cap… well, Cap just keeps us alive longer.
Mid Game – Bring the Heat
This is soldier shines. Give the word and I become the Winter Soldier; ready my weapons, and I'll start chaining attacks. Drop Kick and Into the Fray are my main tools to hit multiple targets, knock out minions, and reduce threat on schemes without waiting for the villain to give me an opening. Looking for Trouble and Spoiling for a Fight? They are setup and clean-up. Target minions that are trying to mess with the team, take them out, and I turn every kill into tempo.
There is nothing wrong with a little support: Safe House setups up the minions and Hall of Heroes pays-off as I knock them down.
Late Game – Finishers and Pressure
By now, I am fully armed (pun intended). My upgrades are online, allies are in play, and threats are under control. Time to go all-in. I'll use Fire Power and Aggressive Stance to slam the villain, chaining attacks for maximum damage. No Quarters delivers kill shots and brings out aggression cards with higher odds than before. Minions? Gone. Schemes? Neutralized. The job isn’t just damage—it’s pressure. Keep villains off-balance and uncertain.
Remember: this deck thrives on mobility and timing. I Don’t waste attacks. Pick my targets, maximize overkill, and protect teammates. I am the solution nobody asked for, but everybody needed.