Card draw simulator
| Derived from |
|---|
| None. Self-made deck here. |
| Inspiration for |
|---|
| None yet |
HeroicSkeleton · 5995
With the Tracksuit bros around, can't be too safe. Get 20% window tints!

Take the wheel
You are parked outside of Kingpin's hideout. Your tinted windows keep you hidden, so you can remove 3 threat every time you play a card (+2 Stakeout bonus.) You know your enemy so well, you do it at no cost and remove another 9 threat (3 and 3 plus another 3 from Move in Shadow.) If that wasn't enough, basic thwart for 5.
Pump the breaks
With Stakeout and Black Belt already in play, I just played 2 cards, for 3 effective resources (ER) and a basic thwart, and removed 17 threat. Ignoring the basic, that's 4 threat removed per ER.
Of course, this is a perfect scenario- but one you can expect to pull off at least once a game. The only thing limiting you from repeating it is getting Stakeout back in play. With all the card draw and Second Chance, you will be able to get it back in play a second or even third time.
You would rarely ever need this much thwart for a single scheme, even in a 4 player game. But you get the idea. This is just one of the many tricks I've got for you this time. A flashy combo to show you what this thing is capable of...but it goes much deeper.
Driving Stick
That's right, Jessica is learning how to drive stick shift.
You want to get Stick out early, even if that means getting it out with Build Support. 2 copies of Black Belt speeds up the process of giving her the martial artist trait, and the second copy can always just go to an ally like Sentry for the extra HP.
You wont always get martial artist super early, but that's ok. It's not actually needed for any cards to function, it just makes Move in Shadow and Know Your Enemy cheaper.
Other cards you want out in the meantime are Calling in Favors, Crew Quarters, Skilled Investigator, Stealth Training and some player side schemes. As a general rule, always play Breakthrough and Stakeout whenever you see them.
Low Rider
You may have noticed that there's no resource cards in this deck. Jessica's base kit is cheap and considering the martial artist discount, 3/4ths of this deck is either 0 or 1 cost, making it extremely low to the ground. This makes Move in Shadow really good even outside of the cute combo I mentioned before. You can expect to play 3 or 4 cards on any given turn, which means it will consistantly thwart at or ABOVE curve.
With the number of player side schemes we are packing and all of our flexible thwart options, stun locking the villain with Stealth Training is quite simple.
Car Pool
If you are worried about those expensive allies, don't sweat it. I mean, you didn't think we were gonna pay full price, did you? Of course, I'm talking about everyone's new favorite card, Calling in Favors. Treat allies as if they are just resource cards if you draw them, and once you get CiF out, play them from your deck. Playing allies this way counts as "playing them from your hand", which means it will trigger Move in Shadow, and Squirrel Girl's enters play effect.
Speaking of Squirrel Girl, she's so good with Calling in Favors, since you'll still have 4 cards in hand for squirrel counters.
Spider-Woman is awesome here, because you can max out her limb counters ridiculously fast. I've gotten to 8 in a single turn before. This is because the trigger "a character you control thwarts" is happening so often. Play Move in Shadow and now every card you play that turn gives you a limb counter! Then play Snooping Around and Know Your Enemy for 2 more counters each. Basic thwart with Jessica, Breakthrough, and then thwart again. Look at that, we have 8 Limbs already. Discard Mattie after the last thwart for 8 damage. Make it 10 if she attacked first. Next deck pass call in favors again, rinse and repeat.
No fancy combo here for Sentry. He's just good and I like him. You'll have no problem clearing the side scheme or threat he brings your way, and then he can just push damage.
Aftermarket Parts
This deck has been tested against a wide range of expert villains in both solo and 2 players. Including expert Thanos, which was no problem at all, despite his stalwart making Stealth Training useless. In this situation, all you have to do is use Luke Cage to block, flip to heal, and stay down some turns. The version I'm posted is optimized for 2 players but you can run this exact build at any player count and do fine. But here's a few quick swaps if you want to tailor it to your game:
Solo:
drop 1 Skilled Investigator, Superpower Training
add 1 One Way or Another, Under Surveillance
Three/ Four:
drop 1 One Way or Another
add 1 Skilled Investigator
- drop Stick if your teammate is a martial artist!