Card draw simulator
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None. Self-made deck here. |
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None yet |
Genosha Games · 55
Thanks to the wonderful attachments given to us in the Ant-Man hero pack, we now have the necessary tools to make a viable Voltron deck. The concept is simple and similar to other ally Voltron decks out there. You want to load up your allies with attachments to boost their stats up to hero level and get multiple activations with them per turn.
You can see the full deck analysis and breakdown here: https://youtu.be/bjReO4Tggj8
CORE CONCEPTS
Ronin is the primary attacker for this kind of build. He gets THW 2 and ATK 3 with the first attachment that's placed on him. Make that Inspired and he goes up to THW 3 and ATK 4. Throw on some Power Gloves and that's essentially ATK 5, but you get the versatility of placing that damage anywhere you want, effectively letting you get rid of tough status or finishing off lingering minions.
War Machine brings something to the table that no other ally can. He comes in with a tough status, and that means +1 activation, but more importantly, he has the ranged keyword. That means he ignores retaliate, which can easily be the bane of an attacking ally.
Put a Sky Cycle on each ally to use them twice per turn, as long as they can pay for it with hit points, which replaces the need for 3 copies of Get Ready that is used in other builds. We have 3 copies of Inspiring Presence to both heal one activation and also ready them up for another swing, which could be a triple attack on the same turn if both cards are in play.
Give them each a Reinforced Suit. Team Training gives them another hit point and we'll put in 3 copies of Honorary Avenger to spread around another 3 hit points as well. Top them up with 3 copies of First Aid for 6 more activations? No need to hold it in your hand as long as they have at least 2 damage tokens.
We have to ensure that we can get our allies out as soon as possible and 3 copies of Call for Aid will take care of that. Now we have 5 chances at drawing an ally. Don't forget that we can also use it to reset our deck for the cost of one encounter card.
Ignoring the hero cards for the moment, that leaves us with a flex spot of 2 cards. There are many great options here, but I personally like using Teamwork. It's normally an underwhelming card in other decks, but here it does solid work. We can take the ATK 4 from Ronin and add it to the ATK 2 on Black Panther for a swing of 6. Not bad at all and it doesn't cost us a consequential damage. Same value, no penalty. Great for when the allies are out of gas and you're waiting for the healing cards to come back around again.
BLACK PANTHER
Black Panther synergizes so well with this deck. His primary role in the early game is to defend with his DEF 2 and retaliate 1. He has a solid REC 4 too. Later in the game, he should be suited up and brought to the front lines with a very thinned out deck full of Wakanda Forever! cards.
Shuri is amazing. She can fetch any upgrade we're missing when she comes into play and she's not an Avenger, so she won't disrupt our Call for Aid.
The Golden City is great for our tempo. We can use it to dig for upgrades, healing cards, suit components, or whatever else we need.
Ancestral Knowledge is an unbelievably good card in any deck. The ability to recur an ally, some missing upgrades, our healing cards, or whatever other 3 cards we want is just fantastic.
In the end, you'll get Black Panther suited up and put him to work with some great upgrades of his own that will thwart, redirect damage, deal damage to one target, and even provide an amazing AOE attack with Energy Daggers. The suit is good, but it's not the driving force of this deck. Don't even worry about it until everything else is in place.
ECONOMY
There are no basic resource cards in this deck. If we did include them, we'd have to go up to 43 cards or make compromises with our deck's consistency and reliability. Not acceptable. Thankfully, and the main reason I was attracted to this deck in the first place, we have 3 copies of Vibranium in the signature card pool. We have our money cards built right in for us. Moreover, since we don't care about the suit in the early game, those 5 copies of Wakanda Forever! are just money cards too.
If you look at the cost curve of this deck, most of the important cards cost either 0 or 1. The allies are the most expensive cards. The hero cards cost between 1 and 2. We're flush with cash and the deck runs cheap.
RECOMMENDED CHANGES
This deck suits my playstyle, but it might not be for everyone. In particular, this deck runs a tight ship of 40 cards, but in my own version I prefer to hit 41 with +1 copy of Teamwork. The value I get from it is just too good to pass up and the addition of one card is negligible.
If you want to be more aggressive with your allies, you could switch out War Machine for Giant-Man. He costs 5 instead of 4, but we have lots of resources, so don't worry about it. He gives you more ATK for your activations, so I say go for it. I only kept him on the bench because he still suffers from retaliate damage. Alternatively, You could focus more on speed by switching in Iron Man for his free upgrades.
If you don't like Teamwork, consider going with Strength In Numbers for extra card draw tempo or anything else that tickles your fancy.
FINAL THOUGHTS
The deck is fun and it's a very different way to play leadership. It can be tricky and challenging to pilot at first, but you'll get the hang of it. In my experience, or just my playstyle, I find that 2 allies fully kitted out is the sweet spot. Adjust and tweak to your liking, of course, but I hope you enjoy playing this version of an ally Voltron deck and have fun with allies that stick around for a change.