Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for | ||||
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| Multiplayer testing | 0 | 0 | 0 | 1.0 |
| Multiplayer changes | 0 | 0 | 0 | 2.0 |
| Echo Green | 0 | 0 | 0 | 1.0 |
| Ready for a fight | 0 | 0 | 0 | 1.0 |
dr00 · 57989

Did you know that Echo is from an old Greek myth. She was a mountain nymph who was cursed by Hera to only repeat words spoken to her. She fell in love with Narcissus, who eventually fell in love with himself. Honestly, I feel like Narcissus would be the kind of guy who might like someone who just repeats back to himself, but think the moral of the story is that he just realised what a great guy he was. What's the point of all this? Well, Echo is best when she can capitalise on what's going on at the table, but like Narcissus, remember to love yourself too. Or don't. I'm a deck description, not a cop.
Cacophony
The purpose of this deck is to capitalise on what Echo does best. Keep in mind when playing multiplayer, however. The more players you add to the game, the more complex Echo can play. Her hero ability Watch and Learn lets you tuck any aspect or basic event played by any player, not just yourself. Study the Tape lets you grab any aspect event, basic, or Photographic Reflexes from any player's discard, not just your own. Is the Leadership player popping off with a million Maria Hills in the same turn to let everyone draw an absolute truck ton of extra cards? Help finish the turn with one more Make the Call (or two; or three; or...). Did the 'Pool player save everyone's bacon with a timely Break Time? Play it again for some extra healing and get a bunch of extra damage with Echo's Katana (keeping in mind that while X cost will be 0, you do all the math for per-player costs; ie 3 damage in solo, 6 in two-player, etc. with Break Time). When playing in multiplayer, definitely be sure to bring some Strength in Diversity for the Leadership player so everyone can join in on the value train.
Synergistic Sounds
The crux of this deck revolves around Improvisation. After you play an Attack event, heal 1 damage; after you play a Defense event, remove threat; after you play a Thwart event, deal 1 damage. Superpower Training should be used as soon as possible for expressly this purpose: finding Improvisation as soon as possible. Once you have it in play, the deck can really start to run at full capacity, and to help that along, there are 3 different events at 2 copies each with have two of the above traits.
- Get Their Attention: Defense+Thwart, makes you the defender of an attack, removes 3 threat from a scheme; also removes 1 extra threat and deals 1 damage (2-cost)
- In Harm's Way: Attack+Thwart, deals X damage, removes X threat, where X is your DEF; also heals 1 and deals 1 (3-cost)
- Powerful Punch: Attack+Defense, deals 4 damage and makes you the defender of an attack; also heals 1 and removes 1 threat (2-cost)
- When playing with a Daredevil player at the table, be sure to replace your signature ally with See No Evil, Hear No Evil: Attack+Thwart; thanks to the new update in the RRG, you can now officially swap out your identity specific ally with a team-up card if it matches an identity at the table! It's a good one here; either deal 3 damage twice, remove 3 threat twice, or one of each, then heal 1 from Echo and deal another damage (2-cost)
There are not the full 3 copies of each because:
- Echo's alter-ego ability Practice Makes Perfect lets you find any aspect or basic event from your deck when you flip to hero form
- Echo's hero ability Watch and Learn lets you tuck any of the above events after you play it (up to 3)
- Photographic Reflexes counts as a copy of any of the above events after it is tucked under her
- Study the Tape lets you grab any of them from your discard (or Photographic Reflexes) to add to your hand
- Muscle Memory lets you take a tucked event and add it to your hand
- Choreography keeps shuffling them from your discard back into your deck
The deck is over 1/4 upgrades, so after the first deck pass, your deck will be completely full of events.
The Best Offense...
Ironically this deck does not use The Best Offense, and that's precisely because the focus is on the above interaction with Improvisation. Because of that, there is so much damage and thwarting available already. However, having a high DEF is still important. With Armored Vest, Defensive Conditioning, Innate Reflexes, Ronin, and Specialized Training (grabbing Defense Specialist), Echo can get to 7 DEF. "Stop Hitting Yourself" seems like such a great card in the deck! But what if you could spend one more resource and do even more?
- In Harm's Way will build up to a ceiling of: deal 7 damage, deal 3 damage (with piercing), deal 1 damage, heal 1 damage from Echo, and remove 7 threat, all for the low-low cost of 4 resources. I will give you so much value and doesn't require defending and taking no damage from an attack. Additionally, you can direct this damage anywhere, not just to the attacking enemy.
In addition to that, Cuts Both Ways is available in 3 copies. It is only a defense event, so just removes 1 threat in addition to the retaliate, but it helps the deck so much with damage. Being a cheap card lets you play many copies. With Taunt not being limited to one per round, you can really capitalise on that extra damage. Remember that you can play one from your hand, tuck it, and play it again with Photographic Reflexes in the same window. With Ronin, you can increase your Retaliate damage quite a lot.
If you are finding the damage to be overwhelming, there is one copy of "Come Get Me, Bub!" which will get a minion, heal you, and give you a tough so that you can keep fighting. To help supplement this as well, The Rez can heal based on the highest cost of a tucked card (usually 2 or 3, which is quite a lot of extra healing that doesn't cost an exhaust).
Practice Makes Perfect
Most of the deck is relatively low-cost, so Assess the Situation is used in lieu of basic resources. These can also help burn some extra copies of Photographic Reflexes while also giving you a much bigger hand size for next turn. There is an immense amount of card draw with:
- Taunt (and the extra copies of it from Photographic Reflexes and Study the Tape)
- Specialized Training
- Change of Fortune
- Choreography
- Muscle Memory
- Unflappable
Choreographed
Just communicate with your fellow players when playing in multiplayer. When playing solo, just remember to echo your own events as much as possible. Remember to get Improvisation out as quickly as possible to start capitalising on all the value from playing your events. Although there's only 4 thwart events, there is so much thwarting you can do once it's out since it opens up your thwarting options to all of your defense events as well. Also keep in mind that Photographic Reflexes and Study the Tape count as extra copies of your other events.
Echo is definitely a hero you will improve the more you play. Sometimes you should be more like Echo the nymph and other times you can be a little more like Narcissus.
| 25 comments |
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Jul 24, 2026 |
Jul 24, 2026This looks very fun! |
Jul 24, 2026
Assess the Situation lets you spend it as a resource when you need it or help increase your hand next turn when you don't. It also helps you to burn extra copies of Photographic Reflexes if they're stuck in your hand and the other tucked cards are defense events you can't play right now. Cuts Both Ways is incredible at 3 copies since you can play a bunch in a single turn to really ramp up your retaliate damage, like say in a turn where you are Taunting a lot. And finally, Taunt is really important at 3 copies because you can keep chain them it if you draw into another one, Photographic, etc., and tucking just helps you keep them around for next turn. I've found that 3 copies of these are really important because I'm always happy to see them.
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Jul 24, 2026I love a good retaliate/defend deck, this looks awesome! |
Jul 24, 2026
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Jul 24, 2026The precon was kinda like 2 deck ideas mashed together, and this looks like a better honed version of the inprov side of it. Good stuff! |
Jul 25, 2026I found a deck fun to play, but it does lack a way to deal with minions and and her ability to thwart if you get her obligation it's gets pretty rough, what would be some tweaks to help deal with like a minion swarm |
Jul 25, 2026
a replacement for "Come Get Me, Bub!" if you don't like finding a minion is Perseverance, which you can grab from your deck as you flip to play and give yourself a tough. i found the former to work a lot better overall since you can then draw from Change of Fortune, heal, and the tough deals with the initial villain attack. you also can't fish out perseverance from your discard when you flip from Echo's alter-ego ability, it's only from your deck, and you can only play it when you flip to hero form. the timing gets really tricky, so i opted for the former, but try out the latter instead to see if that helps |
Jul 29, 2026Been tinkering with the lone wolf archetype. Haven’t come up with anything quite this cool yet though. Nice job! |
Jul 29, 2026This deck looks incredible. I'm definitely adding symbiote suit and dauntless. Nerves of Steel and preservation were runner ups. |
Jul 29, 2026
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Jul 29, 2026I wasn’t quit a lot in AE during the Campaign. Because of the Improvisation, you are constantly healing, and I have defeated almost every villain with full health points. (I have played the campaign with a second player who played Daredevil). |
Jul 29, 2026
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Jul 29, 2026She is fantastic. Sometimes I did 12 damage/8 threat removal/2 healing and drew 4 cards (powerful punch, get their attention, katana, improvisation, 2 Photographic Reflexes) And after that, I played in Harms way at the player phase!! 8 damage/7 threat removal/1 healing |
Jul 30, 2026I'm a simple man. I see "by dr00", I click link. |
Jul 30, 2026Played a few games against Expert Magneto tonight. It was extremely rough, as I struggled early game. Stand Alone never came until the last few cards in my deck every game, which meant that Taunt was always a dead card and I struggled with building up before getting annihilated. Gang Ups were especially painful. Any thoughts about a second Stand Alone or using Army of One / Indomitable for more readies? |
Jul 30, 2026
i'd probably shift it more towards perfect defense. for readies, i'd probably focus more on events like Desperate Defense and possibly Never Back Down (which will be especially useful after he loses steady/his armour). then things like "Stop Hitting Yourself" become more useful in lieu of In Harm's Way and all the upgrades that boost your DEF. i'd also probably use Hard to Ignore to help deal with threat. Disarming Defense would be really helpful with getting rid of his helmet and armour. Powerful Punch gets rid of almost every minion. if they're a problem, just go up to 3 copies to make sure you always have it. there's a couple at 5 or 6, so a little retaliate can get you the rest of the way there without needing to ready. Perseverance is probably going to be doing a lot more for you than "Come Get Me, Bub!" though. and finally, Defiance would probably help with trying to deal with all the boost effects and extra boosts he gets. good luck with it! |
Aug 02, 2026Hey, I dont remember cause I dont play protection a lot but when you play a defense event you are being the target of an attack without getting exhaust (for example in mp)? I dont like specialization training, we play at 2 and 10 thart is such a tempo loss for the deck, and we dont have many ways to twart that much. |
Aug 03, 2026
specialization training is honestly one of the strongest side schemes personally, but everyone does have to commit to it. this deck does thwart a lot, but if you're really struggling and no one else is committing to it, you don't have to run it |
Aug 03, 2026
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Aug 04, 2026
you can make a basic defense only at step 2. to do so, you must exhaust your identity, and then you can use your DEF in step 4 when calculating damage to reduce the amount of damage. allies can basic defend at this same point but don't have a DEF stat you can use a defense ability at any point its trigger condition specifies. doing so means you are considered to have defended the attack, but doesn't automatically let you make a basic defense here's where it gets tricky though. defense abilities have many possible timing points to trigger from. if you do it at or before step 2, you can also still choose to make a basic defense as well. if you play something after, it's too late. powerful punch is technically before step 1 (since it interrupts); if the enemy is still alive after the damage, you can still choose to make a basic defense at step 2. all the defense events in this deck are usable at this same timing point but consider something like Defiance (triggers in step 3) or Side Step (step 4), if you play these to become the defender, it's too late to also defend with your basic defense i hope this helps! |
Aug 04, 2026
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Aug 05, 2026
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Aug 05, 2026I'll defs give this a deck ago when I get around to playing Echo. Just before I'd seen this deck I started using Specialized Training in that QS deck of mine while doing the last few games against Exp Magneto. I can't live with out it now! I assume it's going into your QS deck too when you get around to publishing it? |
Aug 05, 2026
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Are you sure she needs 3 copy of, Study the Tape can help a lot to find the needed event ?