Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
Pallaki · 3
Cap's Star-Lord – Guardians of the Galaxy (Leadership)
"I know we all hate each other... but from now on, we're Guardians."
Overview
A true Guardians team deck. The four basic Guardian allies (Groot, Rocket Raccoon, Drax and Gamora) are some of the most efficient allies in the game, but they can only be played if your identity has the Guardian trait. Star-Lord has it in hero form, and he also gives the Guardian trait to every other ally, so Maria Hill, Nova Prime and the rest benefit from the same cards.
The team
- Groot: 6 HP and heals 2 after each defense. Your main blocker, often good for several villain attacks.
- Rocket Raccoon: +3 ATK with overkill when attacking a minion. Your minion cleaner.
- Drax: 3 ATK for 3 cost, but can't attack minions. Point him at the villain every turn.
- Gamora: after she attacks or thwarts, dig for an event and add it to your hand. Card draw on a body.
- Yondu: steady ranged attacker who ignores retaliate.
- Cosmo: cheap blocker and chip damage.
- Maria Hill: everyone draws a card when she enters play. Perfect Make the Call target.
- Nova Prime: defeats a non-elite minion when played. Use Star-Lord's discount to drop him for 2.
Game plan
- Setup: Peter Quill starts with Element Gun in hand. Play it early for piercing damage and to unlock Sliding Shot.
- Get to hero form to deploy the team. The Guardian allies can only be played while Star-Lord is in hero form. Knowhere raises your ally limit to 4 and draws a card whenever you play an ally.
- Buff the team. Leader of the Guardians gives every ally +1 THW. C.I.T.T. readies your best ally (Rocket on a minion, Drax on the villain).
- Recycle. Make the Call brings back any ally from the discard pile, even in alter-ego. Maria Hill and Groot are the best targets.
- Big turn: Blaze of Glory and Lead from the Front with a full board.
Blaze of Glory
Blaze of Glory gives every Guardian +2 THW and +2 ATK for the phase, then deals 1 damage to each of them at the end of it. With four allies plus Star-Lord, that's a huge swing, and stacked with Lead from the Front it's your finisher. It's max 1 per round.
Your core allies are natural Guardians, so they always take the 1 damage. Play it on turns when you're spending everyone's activations anyway, and watch Yondu and Cosmo at 2 HP. Maria Hill and Nova Prime are only Guardians through Star-Lord, so flipping to alter-ego before the phase ends spares them.
Key interactions
- Make the Call ignores "play only if": it puts allies into play rather than playing them, so you can bring Groot or Rocket back while in alter-ego. It doesn't trigger Knowhere's draw.
- The Power of Leadership: pays double for Leadership cards and allies (Yondu, Maria Hill, Blaze of Glory), but only 1 for the basic Guardians.
- Discount targets for "What could go wrong?": Nova Prime, Lead from the Front, Sliding Shot.
- Facedown encounter cards power up Gutsy Move, Sliding Shot, Jet Boots and Star-Lord's Helmet. Daring Escape adds one while readying Star-Lord and drawing a card.
- Bad Boy is your emergency exit: prevent a big villain attack, flip to alter-ego and draw 2.
Mulligan
Keep: Knowhere, Helicarrier, Leader of the Guardians, Groot or Rocket, Maria Hill. Pitch Blaze of Glory, Lead from the Front and Sliding Shot early, as they need a board first.
Always looking for solid thematic decks. Great work!