Card draw simulator
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None. Self-made deck here. |
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sp00ne · 89
This Quicksilver Deck will keep the villain in check while slowly building up for devastating (for the villain) game ending turns. He can defeat the second stage of the villain with one turn.
Priorities - Obviously, don't died or let the villain scheme out. Plat what ever cards will keep the game from being lost. Priorities are Quicksilver upgrades for THW and DEF, as well as Armored Vest. These will let you THW, and DEF for more each round. THW will be your primary focus, and DEF each turn since you can ready once for free, anyway. Friction Resistance is a MUST. Deft Focus is HUGE since EVERY SINGLE Quicksilver card is a "superpower" except for Serval Industries.
The Build Up - Play the Civic Duty and Adrenaline Rush as you can. They are not top priority, but Adrenaline Rush is one of the keys to the big game ending turns. Tenacity falls in this category as well. It is not a game changer, as Quicksilver already has many cards to ready himself, but one more never hurt! Electrostatic Armor is great for starting to whittle away at the villain or minions that pop up.
The Meantime - Heal up whenever you need to with Med Team and Second Wind. Use Quicksilver events to manage the board state, and shuffle them back in whenever possible with Serval Industries. Pop a Civic Duty as needed to keep the threat manageable. Whenever the opportunity arises to combo up a Maximum Velocity with a Counter-Punch or True Grit, take it. These are huge swings on the villain turn. Counter-Punch for 4? Yes, please. True Grit for 4? Thank you. Otherwise, these cards can probably be played for resources unless you really need to get rid of a minion or side scheme.
Allies - Clea is here to block and block and block again. Don't spend her as a resource, because that is the only way to lose her for a whole deck cycle. She's cheap and she's recurring. Starhawk is here because he is cheap. He's easy enough to get back into your hand by dealing exact damage to him. So, with these two allies, you have a pair of recurring allies that don't cost too much.
The End Game - Once all the Quicksilver upgrades are out, and you've shuffled all the Always Be Running back into your deck, you will be popping the stored up Adrenaline Rush x three (hopefully in combination with a Maximum Velocity) to attack for a base of 7 damage (1 ATK + 1 from QS upgrade + 3 from 3xAdrenaline Rush + 2 from Maximum Velocity = 7 ATK) for three or four attacks. This is easier to pull of than it should be with Quicksilver and Serval Industries. This is also a great time to pop that Tenacity that has been lying around all game with your free resource from Friction Resistance. 35 damage in one turn is not uncommon here.