Human Torch Aggression

Card draw simulator

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Designhacker · 559

My Human Torch set focuses on placing flame counters on enemies, and then leveraging them to stun or do more damage. (see set here)

This aggression build is focused around a mix of setup and buying time during the first run through your deck. Torch’s inherent weaknesses are hit points and thwarting. He can do solid damage, though, so the two newer card, Moment of Triumph and Into The Fray both help him regain lost health and clear threat on the main scheme when he does big damage on a minion at low HP.

Hard Mulligan for 1 or both of his Sparks—they are the core card in his kit. Part Finesse, part Army of Ants, this card helps Torch deal small pings of damage or lower the cost of his heaviest attacks. They also empower his one thwart event, Fly-By, which starts at abysmal value, but can jump up to a respectable 2 cost for 5 thwart.

Unless you’re extremely unlucky and get hands full of your key cards, try to get an ally or two out early. Brawn and Hulk are amazing value especially and can buy you an extra turn or more without taking damage.

After Spark, you should be prioritizing Unstable Uniform and Internal Combustion if you’re playing aggressively, and Johnny’s Workshop if you are playing a villain that allows for more turns in Alter-Ego mode. The extra card draw and ability to ready after you head back to hero form can make a big difference!

By endgame, you should have 1 or both team building exercises out, both Sparks, Internal Combustion, Unstable Uniform, Johnny’s Workshop and possibly even Helicarrier. After starting a turn in alter-ego, with your deck thinned out a bit due to setup, you can use your alter-ego ability to fish for a fire card, flip to hero form with up to 7 cards in hand, and have the ability to reduce 2 fire attacks by 2 or more. On a turn with this setup, you could potentially do 27 damage without any double energy cards or ally damage (Flame Nova, Internal Combustion, Flame Nova, basic attack.)

Flame On!

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