adsarf · 456
This is the yellow version of Red Stun Rising, and as you can see it is practically the same deck.
- Drop Kick, Tackle, and Concussive Blow are the key cards here. The rest of the deck is about making sure you have one in hand;
- Clear the Area provides card draw instead of Press the Advantage in the red-flavoured version. This is an improvement because Clear the Area is a better card;
- Sense of Justice replaces Martial Prowess: significant step back because we rely more on attack events than thwarts;
- Skilled Investigator replaces Hall of Heroes. It is cheaper and will go off more often meaning much better efficiency, but it has less impact each time it is used. Still pretty good when teamed with Clear the Area of course.
Five allies is on the low side for true solo, especially as Gamora has low HP. You could look at Quake if you didn't mind messing up the all-Guardians theme. Minions may well scheme when Gamora confuses the villain and goes into Alter Ego, and she is cheap enough that you probably don't mind missing Team-Building Exercise and the card draw from Knowhere. Down Time is the obvious flex card because with Booster Boots and the fantastic Conditioning Room it is scarcely needed.