Card draw simulator
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| None. Self-made deck here. |
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| None yet |
Enemy Bird · 290
Let's plan a heist!
This is a multiplayer deck, designed (and tested) to be played alongside this Rocket justice deck. He is the 11th member of the heist after all. I've tried this in solo, and it's very slow, if doable.
From equipment heavy safe houses, to a prison, to dramatic entrances, the cards in these have a decidedly heist-y feel. This deck doesn't steal from the villain (although we'll jail some of the nastier minions), but it aims to land a fun gimmick. Get Pinned Down and Warpath in play so Nebula can flip from AE to hero, defend with Warpath against a Pinned Down minion, and get a Lethal Intent turn as often as possible. Ready for a Fight lets Nebula do this more often while still benefiting from her great card draw in AE. Nebula is the mastermind behind this heist and her Hidden Base grants her toughs allowing her to block for Rocket when needed. Otherwise, it's deck cycling and cards that buy time. This includes all the card draw allies because this deck does have a bit of set up to it.
Rocket is her to put out fires. I think he and Nebula work great together in 2p/2h-solo. His deck is built for high thwarting to keep the main scheme low and occasionally have some fun with side schemes. His deck can can get up to 4 basic THW, and features 2x I've Got a Plan, 2x Making an Entrance, and a copy of C.I.T.T.. His weapons, allies, and thwart-linked attacks (Turn the Tide and Waylay) are more than enough to take care of any minions, and Nebula will be helping with that, too.
Some other notes:
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This game plan can be a bit slow, depending on card draw order. In 2p, Nebula has plenty of stuns, toughs, and confuses to be safe in hero form, even with her lower hp. Nebula wants to stay in AE for the card draw, but she can afford to flip to hero pretty often. You're not getting a big turn until Warpath is on the field and you have 2x copies of Combat Ready to cycle back your choice technique upgrades. Rocket's deck can take care of most problems but Nebula has the tools to help while she's building out.
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2x The Power of Protection might seem like a weird inclusion given this is a low-cost deck, with only a few expensive protection cards. I've included them mostly for their wild resource. In my plays with these decks, I've found the villain cards calling for hero actions really slowed down the tempo. Rocket's deck is already putting out a lot of fires, so Nebula has some wilds to reliably discard nasty villain upgrades.
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Black Widow and The Raft are here for similar consistency on the villain phase. Klaw's Masters of Evil or Mutagen Formula's elite goblin minions can really slow the decks down. Put the most troublesome minions on the Raft and have Black Widow around for the worst treacheries. While not intended, I'm also happy with the theming. Ever heist needs some patsies and a plan B when things go wrong.
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Also I know what you're thinking, "what about the allies in Rocket's deck? They add up to more than 11 total." Well, those are Rocket's people, not Nebula's. Also "Ocean's 18" just isn't as catchy.
This deck is a submission for Episode 86 of the Winning Hand podcast, on the card Ready for a Fight. You can find the Boomguy's deck and other community submissions here. I hope you enjoy!
Nice writeup! I actually tested a deck for Nebula first for the episode too—great minds think alike! I added it to the list here:
marvelcdb.com