Quicksilver - Deft Punk v1.2

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Spliff · 629

Figured it was time to give Quicksilver another shot at protection using some newer cards since he was released.

WIP - Feedback welcomed

The biggest addition to Quicksilver is Deft Focus. 13/15 of his cards have the Superpower keyword. This includes the very necessary, but expensive, Condition cards. Deft Focus allows you to play each of these for 1 less cost, making it so you not taking a lot of turns off from direct board impact while playing setup cards. Also, if setup is your jam, you can get more setup done during each turn.

I’m a bit of the latter, so I included Nerves of Steel and some cheap events. Getting down Nerves of Steel allows you to play Bait and Switch and Never Back Down for free! Ideally, you’ll want to play these cards once you’re up to 3 defense. To round out the events Momentum Shift is there if you take damage, which is likely early on.

I very much like Bait and Switch here because as Protection Quicksilver, your base ATK and THW won’t be as high, and this card is a good value impact that you’ll use a “in turn” defend for. Who knows? Maybe you’ll even stun the Villain while you’re at it.

The rest of the deck is a bunch of Upgrades. Armored Vest is a priority. I don’t normally run more than 1 or 2 of a card that is “max one per player”, but this is a pretty critical card. A must to get your defense up to 3. It will be difficult to get the other cards that “do blah when you take no damage” without 3 defense.

Electrostatic Armor puts in more work when you’re playing Bait and Switch because you’ll be defending more frequently. Same with Hard to Ignore and Unflappable. Preemptive Strike will be your backup plan to trigger these abilities.

The obvious focus here is setup, which is always Quicksilver’s thing. Deft Focus should make this easier and quicker, and still be useful later to play his Events.

Once you have your setup online, Deft Focus continues to be very useful. You can use it to play Always Be Running for free. It decreases the price of Double Time and Maximum Velocity, making them more attractive plays than just using Always Be Running to spam basic ATK and THW.

It’s difficult to tell if this will work well in Solo, because of the lack of Allies. Your ability to Defend, even twice per turn, will be key here.

Multiplayer it should be very functional. Allowing to block for another player and keeping yourself healthy as well.

The weaknesses here are lower attack and lack of allies. Attack will need to come from basic ATK and events. Electrostatic Armor will ping a bunch of damage in as well. However, in multiplayer it would be recommended to pair with Agression or Leadership.

A strength, beyond the blocking, is that good thwarting can be found in Hard to Ignore and Bait and Switch. When combined with Protection’s ability to sit in Hero form, threat shouldn’t be too much of a worry.

The Night Nurse is also a staple in many Protection decks, being able to remove status ailments.

If blocking damage is difficult may consider including Defensive Stance, but it seems too expensive now. Perhaps a bit redundant too.

Update

3x Armored Vest was overkill. Dropped to 2x. Bait and Switch wasn’t getting used too often due to capacity for just a bunch of basic THW. When the villain ATK builds super high, deck needed more backup plans to just defending. Side Step was added to this regard. Finally, a one off Second Wind was added for crisis healing.

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