Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
T00MuchHam · 92
This deck is built to lock down threat and cause damage to villain (and minions). With upgrades in play, you will be able to decide whether to use basic thwarts to lockdown threat then spend cards for attack events, or vice versa. How you accomplish this is all in the setup.
Upgrade Strategy
- Get Heroic Conditioning and Heroic Intuition out as early as possible, even if it means sacrificing one of Venom's upgrades early. You'll cycle them back by emptying your hand each round. Remember: it's a justice deck, your main focus is to thwart.
With both justice upgrades in play. Venom's basic thwart is now set to 4, which is impactful for both solo and multiplayer matches.
- His upgrades come second, this allows for malleability in how you want to both attack and thwart in upcoming hero phases. Locked and Loaded will also help bring those cards back once you shuffle your deck, or bring them out of your deck early if you are lucky.
In an ideal world you'll get a Venom's Pistol and Heroic Intuition in you early hands to play both at once.
- Get Sense of Justice in play -- this means Multitasking and Clear the Area are now 0 cost card. For Justice becomes a 1 cost card. That opens up the possibility to play both thwarting and attack events.
Skilled investigator is great for side-scheme heavy games, and Under Surveillance is a great play for solo rounds or when the table finds themselves in a jam.
Once you have the mentioned upgrades in play you can assess the situation, review cards and determine how to best thwart and attack during each hero phase.
If you have attack cards (Savage Attack and Haymaker) pay for the attack cards, then use your basic action + Venom Pistol's + Multi-Gun to eliminate threat. If you have thwarting events, pay to play, then use your basic attack + pistols + multi-gun to cause damage. With Sense of Justice on the table you can potentially play a thwarting event and attacking event. Then decide how to best use your basic abilities/upgrades.
Allies They are really there for their response/interruption features and defending attacks. Cycle and play them as much a possible to get those response/interruption benefits.
Supports Play once you have the necessary upgrades in play and have the villains scheme under control during the round you intend to spend on the either/both supports.
Side Schemes Play Specialized Training early, this will give you a +1 to attack or +1 to Thwarting. For Lay the Trap -- hold off until the villains second phase due to its massive damage output once defeated.
I appreciate your thoughts and feedback! I hope you enjoy!