Quicksilver in Space

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
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ThommyDrake · 40

I don't normally publish my decks but I'm proud of this one for making it through the new Galaxy's Most Wanted campaign box so thought I'd share!

The deck was built specifically with solo GMW in mind so that's how I'll go through piloting.

Also - SPOILERS for Galaxy's Most Wanted! Don't read if you don't want details of the campaign spoiled!

Quicksilver in Space

Overall Strategy: The deck focuses on keeping the villain locked down with stun and confuse effects allowing a lot of flipping to speed up setup with a powerful economy. Because GMW asks a lot of heroes to manage both threat and minions, the deck leverages the strength of Justice at controlling the field and Quicksilver's versatility to adapt to whatever the encounter throws out, until you're ready for a surge of damage to steal the win.

Allies: Quicksilver is good at weathering minion attacks with his free defend each villain phase, but his low health pool means it's good to have an ally blocker for those turns when you can't afford to take a hit. Try not to lose an ally to consequential damage and save them for an emergency.

  • Ironheart and Wiccan are cheap to play and good for blocking.
  • Jessica Jones is good for thwarting the campaign Victory 1 side schemes or finishing minions.
  • Speed can clear 8 threat over two rounds, but it's better to keep that last health to block. He's not usually worth it without a double resource or PoJ.
  • Scarlet Witch is the most important ally to keep alive unless facing a killing blow. She allows for better card draw in alter-ego and this deck aims to flip a lot.

Events: You're aiming to play every Quicksilver event every time you get them in your hand to get the maximum use out of your basic abilities.

  • Always Be Running is free once you have Friction Resistance/Deft Focus.
  • Double Time is good early on when you don't have your upgrades and can help deal with minions.
  • Maximum Velocity is important for sudden bursts to regain control or to finish off a villain stage.
  • Speed Cyclone is good to get another free turn in hero mode. Also good to buy time when too may allies come out.
  • The most important event in the deck is Concussive Blow. You want to play that every chance you get to confuse the villain and flip back to alter-ego for increased card draw and speed up the set-up of your board state.
  • For Justice gets you out of dangerous situations on the main scheme, as well as blasting away some of the high Hinder side schemes.
  • Multitasking is mostly just a physical resource for Concussive Blow but once you have Sense of Justice, it's a potential 4 threat for 1 card.

Supports: Just the two. Pretty straightforward.

  • Serval Industries can do a lot of work for a deck that aims to flip a lot, but it's not essential to get it down.
  • Interrogation Room is cheap and the free thwart is nice for slowly chipping away at the campaign side schemes. It also makes for a great sacrifice for Caught Off Guard!

Upgrades: This deck shouldn't take too long to set-up as the upgrade suite is cheap. Get each one down when you can, but not at the expense of keeping control of the board. You don't want to be playing catch-up.

  • Get down Deft Focus asap. It works on 13 of Quicksilvers 15 card hero kit, including Friction Resistance and the three upgrades that boost his basic stats.
  • Friction Resistance is just as important and once you have both down, you should be able to play 3-4 of your 5-card hand each turn in hero form.
  • You'll need the attack and thwart upgrades before the defense upgrade but they're all useful so play them when you can. With Deft Focus and Friction Resistance, they don't cost any cards.
  • Sense of Justice is not essential but pairs well with a couple of events to speed up threat removal.
  • Under Surveillance is helpful to make flipping less risky. It's also good for scenarios that award units for staying on the first stage of the main scheme (Badoon and Nebula).
  • Endurance is always good for a 9 health hero, especially when you can't risk a flip to Alter-ego.

Campaign Guide

Brotherhood of Badoon: This scenario is pretty straightforward as long as you use the Milano effectively. Under Surveillance is also good for keeping the main scheme from advancing. You want to get the full 6 units if possible, 4 minimum, so that you can buy Wing It and Grapple from the market. These two cards will make your control for the rest of the campaign so much stronger. If you do manage to get 6 units, purchase Creative Solution to turn the negatives of your other purchases into positives.

Collector, Part 1: This one can be tough so try swapping out the allies for more events. You don't want to be putting anything of your own in the collection unless forced. On the plus side, Quicksilver can afford to exhaust to save a card, and late game the deck is so efficient that two resources (Friction Resistance can provide 1!) is not too steep a price if you'd rather use your exhaust to attack/thwart. If you can get 3 units, spend them on a Milano upgrade. Armour Plating will be useful later.

Collector, Part 2: This is probably the easiest scenario for this deck so don't rush. You want to get at least 3 or 4 units so waiting for side schemes to come out isn't a bad idea if you have the Collector under control. Unless you have 6 units after this scenario, save them for later.

Nebula: You want to keep those evade counters under control so getting Friction Resistance down early is good for paying the resource cost. Because of Quicksilver's low attack, getting the power stone requires a Concussive Blow or a Maximum Velocity. Then, once you have the stone, use Armour Plating and Stun/Confuse/Ally blockers to stop her taking it back. Quicksilver gets a lot of efficiency out of having the Power Stone! Post Nebula, you should hopefully have 6+ units. Spend them on a Mounted Laser to help deal with the high hit point minions of the next scenario. If you can afford it, In Defiance is good too for holding onto the Power Stone. Final tip - Try to have Nebula steal the Power Stone back just before you defeat her so that you don't get accused by Ronan!

Ronan: This guy is tough, no two ways about it. Your aim is to get rid of the Victory 1 side scheme on your first turn. You'll also want to get rid of the universal weapon every time it comes out or you won't be able to use all those status effects. Letting the main scheme advance to stage two is a good idea if you can time it right since it frees up the milano to focus solely on negating treacheries. Remember that as with Nebula, you can only get the Power Stone with a Concussive Blow or Maximum Velocity, so Under Surveillance is very useful if you find yourself locked out of thwarting the main scheme. Otherwise, you just want to stop Ronan from ever activating as you chip away at him and his minions.

1 comments

Apr 27, 2021 Steelmaw69 · 1

This deck is really fun to play. The combos are smart and efficient. Sense of Justice and Deft Focus are so helpful with Friction Resistance. I made a small change in the allies by adding Quake instead of Jessica Jones. A matter of preference. Thank you for this and good job!