Quicksilver | Justice | Multiplayer

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dalloway · 82

This is a Quicksilver Justice deck that's suitable for Expert-mode multiplayer. The assumption is that Quicksilver will handle (most of the) threat for the table, while other heroes will focus on damage output. Quicksilver can add significant damage when threat is under control, but this deck is designed for a team effort, not Quicksilver-does-it-all.

Quicksilver has to stay relatively low-cost because he has so many setup cards to get on the field. Some heroes who are setup-heavy can function well even if they're missing a key upgrade; they are not Quicksilver. Due to the setup requirements, it's also important for Quicksilver to avoid cards that get played during the villain phase as they seriously limit his early economy.

Customization Options:

  1. Your flex card is 1 copy of Target Acquired, which can be swapped for any other low-cost card of your choice with minimal impact on how the deck functions. If you know your scenario has very few side schemes, Skilled Investigator can be swapped too.
  2. For true solo play, you may need slightly more damage to secure the win quickly or deal with a minion swarm. I suggest swapping in at least one low-cost ally. Cosmo, Ironheart, Spider-Man, and Wiccan would be my top choices. None of the other 3-cost allies currently available for Quicksilver in Justice are worth the cost while you're setting up, and they're unlikely to be relevant once you are setup. Nick Fury and Speed are the only 4-cost allies I'd consider because of their ability to rapidly turn the situation around for you.
  3. An alternative for true solo is to add in a set of Swift Retribution or Turn the Tide, but they're less flexible than allies.
  4. I'm not familiar with larger groups. If I were going to use this deck for a 4-hero game, I'd swap both copies of Adrenaline Rush for Civic Duty. I'd also want to make sure a Protection hero was running options to negate the nastiest threat-generating treachery cards.
  5. In a scenario with lots of Confusion being thrown around, 2-3 copies of Athletic Conditioning might be worthwhile unless someone is running The Night Nurse. Burning one of your actions on Confusion usually won't cost you the game even if it sucks, though.
  6. Order and Chaos is an option for a 41st card.
  7. You could also try to fit in extra copies of Skilled Investigator if you want to help out other heroes by playing it on them.

Basic Quicksilver Strategy:

If you've not played Quicksilver before, he is very setup heavy, and his first few turns of play can be painful. Get through the rough patches, and he's unstoppable. He's at his best when his deck is low, thanks to how you use Serval Industries. Once you've got his deck low on your first time through it, you should get a few very strong turns. By the time his deck is low again after your first shuffle, you should be in a dominant position.

Combo Goal:

  1. Play Maximum Velocity to boost Quicksilver's stats for the round.
  2. Thwart or attack.
  3. Ready.
  4. Thwart or attack.
  5. Play Always Be Running and/or discard Tenacity to ready.
  6. Thwart or attack.
  7. Repeat steps 5-6 as many times as you can in one turn.
  8. When your deck is low, flip to alter-ego and use Serval Industries to move copies of Maximum Velocity and Always Be Running from your discard to your deck, where your chance of drawing them is high.
  9. Repeat Steps 1-8 as often as possible until you have to shuffle.

If you're fully setup, this deck can thwart for 30+ in a single round, which is clearly excessive. The actions that aren't needed for thwarting will go to attacking instead. After setup, you should be able to deal 12+ damage per round.

Setup Priority:

  1. Deft Focus, Friction Resistance, and Serval Industries. You should mulligan hard and then use Superpowered Siblings to try to get to at least one of these cards on your first turn. Ideally, you'll get Deft Focus before Friction Resistance, since the former helps pay for the latter. Once Deft Focus and Friction Resistance are both on the field, you have basically all the resource economy you need. (Make sure you trigger Friction Resistance before using a basic power to build up resources during the phase.) Do not discard Friction Resistance or Serval Industries unless you have no choice in the matter.
  2. Accelerated Reflex. +1 DEF makes a huge difference to your survival.
  3. Hyper Perception and Heroic Intuition. You'd like to get both of these in play during your first run through your deck, but it's fine if you only get one.
  4. Beat Cop. You want at least one (preferably two) in play by your first shuffle, but if you draw them early, you'll probably need to use it to pay for something else. They ease the threat burden to let you attack, so their absence is survivable but slows down the win. Generally, you shouldn't use a Beat Cop to kill a minion unless the minion is going to cost you the win.
  5. Reinforced Sinew. Whether or not this card is essential or optional depends on the scenario and the damage output of the other heroes. Sometimes you'll win before you get a chance to play it.
  6. Skilled Investigator. Despite the low priority, you'll probably get this card out the first time you draw it.

Adrenaline Rush, Target Acquired, and Tenacity are not setup cards. Keeping them on the board is nice to thin your deck, but they're meant to be used often.

How to Survive During Setup:

Due to how Super Speed works, Quicksilver does not want to defend more than once per villain phase, and he does not want to recover ever. In practice, you'll occasionally have to do the former, but you may get away without doing the latter.

First Aid and Endurance along with a free defense each villain phase minimize the need for recovery, You will occasionally have a turn where Quicksilver begins exhausted, often due to some unpleasant treachery. Use Always Be Running and/or Tenacity to ready him so Super Speed will then apply.

Until you get some setup done, you cannot actually manage threat via thwarting, and your attack is similarly pathetic if minions engage. Double Time is key to handling both issues early on, and it's one of the few cards you probably don't want to mulligan. It will lose its value later, however.

Agent Coulson is good at thwarting, plus he can pull Counterintelligence for you for more threat management. Block with him anytime a hit is going to be too heavy for Quicksilver or you're out of free readies. He is meant to be disposable so he can pull cards for you. Once you're more setup, Target Acquired is more useful to you than Counterintelligence.

Target Acquired deals with boost abilities from the encounter deck, which can range from mildly inconvenient to devastating. You can't use Target Acquired for every single boost ability, but don't hesitate too much if the negative effect is non-trivial.

Quake is meant to be preserved so she can kill minions for you. Don't hesitate to block with her if it's necessary, but try to keep her around.

Under Surveillance takes a lot of pressure off your weak early thwarting. Using Speed Cyclone on the villain is similarly helpful for your weak defense, but if you're spending more than 1-2 resources on it, make sure there's nowhere else those resources would do more.

Scarlet Witch has a great ability and turns Superpowered Siblings from nice to awesome, but she's a very low priority for her cost. If you could bring her out without sacrificing something more important, that would be great. In practice you usually can't comfortably pay for her until you don't need her any more.

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