Carol Danvers, Empowered

Card draw simulator

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Derived from
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Old Ben · 1068

I've now played through several games, having defeated all three core set villains on expert mode, and have honed the deck further

  1. Cost curve is important, and if those big 4 cost cards aren't doing enough for you they need to be cut. Hence out go the Avengers Mansion (there seems to be plenty of draw in in the deck anyway, and this just sat in my hand unable to play). And in come cards to make things more efficient: Helicarrier (only one of to try it out), Strength and Genius. I found having a big resource card in hand was never a bad thing, so more of these, please!

  2. Carol don't thwart. By which I mean exhausting Captain Marvel to use her THW stat. There's so many other options in this deck that just removing (or 3, I suppose, which I'll get to) for the cost of exhausting the identity card is just not worth it compared to the cost of other cards. I got a lot of mileage out of For Justice! and Crisis Interdiction , along with Daredevil and Spider-Woman plinking away a bit with their thwart actions. As a result I've remove all but 1 Heroic Intuition (it's still an energy resource after all). I did get a lot of use out of Great Responsibility before I realised I was playing it wrong - it's a Hero Interrupt, so you can't use it when the villain schemes. So instead I've swapped it out for Emergency, upping the amount of cards in the deck.

  3. Be Aggressive but lick your wounds. With Energy Absorption and Photonic Blast she can pack a punch, but the former needs powering up and the latter only comes up every now and then some bigger hits are needed, hence in comes Haymaker (doubly good for its energy pip).

However, the more often you're in the villains face, the more you're going to need to keep on top of your health. Now there's lots of potential tricks for managing this: Captain Marvel identity card ability is a nice little recovery every turn, and her 4 REC is a big swing, too. There's also your ability to use allies to block and to discard Cosmic Flight. Don't underestimate Mockingbird and Spider-Woman's ability to turn the villain off for a turn, too. However, there were times when it got hairy, so First Aid is critical.

So here's mkIII of the deck - the ultimate Captain Marvel Justice deck you can build from the starter set alone!

5 comments

Nov 05, 2019 Wilginator · 9

What do you mean that Great Responsibility can't be used when the villain thwarts? Doesn't "Hero Interrupt" just mean you have to be in hero mode to play it?

Nov 05, 2019 Old Ben · 1068

The villain schemes when you're in alter-ego mode, and attacks you in hero mode (except for a few encounter cards), so all you're likely going be able to clear with it is the 1 you add at the start of the villain phase (in solo play at least).

Nov 05, 2019 camipco · 1

Right, you can use it when the villain schemes due to an encounter card effect. Just not on the regular scheme caused by being in alter-ego mode.

Nov 05, 2019 Wilginator · 9

Yeah that makes sense, I was thinking about it from a multiplayer perspective where it's more useful.

Dec 21, 2020 jasonng · 1

Excited to try this deck once I discovered how much synergy Captain Marvel has with the justice aspect!

Can I ask why you have 3 Interrogation Room? I find that I cycle through my deck fast enough that I don't worry about not having one out.