Quicksilver Protection

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet

Sentinel851 · 1

A relatively straightforward protection deck, but still a good one.

Introduction

Quicksilver loves to have one or two "BIG" turns. If he can drop a Maximum Velocity, and combo a few Always Be Runnings, he's getting a lot of value for the whole turn. but, for every turn other than those big ones, he needs to be doing something, which is why I chose Protection.

If your HP is in the green (or at least, not in the red) for most of the game, then you should generally have a handle on the villain's main scheme, giving you a bit of room for a run up (detailed later).

It's also worth noting that many things in this deck are designed to stay on the field, which thins out your deck a lot for the second time around. Deft Focus, Endurance, Helicarrier, Accelerated Reflex, Friction Resistance, Hyper Perception, Reinforced Sinew, Serval Industries, Armored Vest, Electrostatic Armor, and Unflappable all stick around, which reduces the size of the deck by 11 cards, and if you have a med team or an ally or two out, it's even more, so you'll get a second run up sooner.

The Protection Deck

Multiple Man is amazing in an opening hand, because it gives you three turns of blockers, which should give you enough time to find a part or two of the other protection cards. Med Team can be used either on you or Scarlet Witch (who is actually a lot better than she initially looks, trading a single card from the deck for a potential 4 ATK/THW is absolutely worth it, and she works well with QS's AE power), and Iron Fist can stun when you need that one turn of not taking a villain attack (but not wanting to flip down and having them scheme)

Cards like Energy Barrier, Electrostatic Armor, and Unflappable mean that when you Defend (which should be EVERY turn, because you get one shot for free) you're significantly more likely to build a bit more value off of doing so, so you don't have to feel guilty about flipping down once or twice in preparation for that big turn when the time comes. building up your DEF with Reinforced Sinew and Armored Vest also means that you're going to just generally take less damage, which is important; with only 9 hp base, QS is pretty squishy, and one or two big hits can spell trouble.

the BIGGEST card, that you in no circumstances flush away, is Friction Resistance. It's what allows you to have explosive turns, as you'll see later. Deft Focus is also a must-keep, because other than Scarlet Witch and Serval Industries, every other of the QS cards has the Superpower trait, so it's a very cheap resource generator. You also want to get both the Accelerated Reflex and Reinforced Sinew out, and Hyper Perception is worth it as well, to make the most of QS's ability.

I've found Serval Industries to also be one of the more key cards in his deck, even though it initially appears unappealing, and you'll see why in the next section.

The Run Up

When you're getting low in your deck (roughly 15-10 cards remaining), you start your run-up. THW if you can, because we want as little threat on the main scheme as possible, for what we're about to do.

Flip down to AE, and use Serval Industries to flush a Maximum Velocity back into the (now small) deck, as well as at least 3 Always Be Runnings. Use your Superpowered Siblings, as well as the end of turn mulligan to cycle the "bad cards" (anything that's not used in the combo later) from your hand out in preparation as well, and hopefully, by the time you're ready to flip up, you should have loaded your hand with all 4 of the ABR's in the deck, plus a Max Velocity.
In fact, if your allies can handle it, staying in AE for a single additional turn can actually make the difference between a good turn and a godlike turn.

Once you're loaded up, it's time to blitzkreig the enemy.
the following is the order of operations for the powerful turn.

Friction Resistance + Deft Focus to pay for Maximum Velocity -> QS ATK (4 damage base) -> Ready QS (QS response) -> Ready FR -> ATK -> spend FR to use ABR -> Ready QS -> Ready FR -> ATK -> use FR to play ABR -> Ready QS -> Ready FR-> ATK -> use FR to play ABR -> Ready QS -> Ready FR ->use FR to play ABR -> Ready QS -> Ready FR-> ATK.

With 4 ABRs in the deck, plus your "free" two attacks, that's 6 attacks (or THW in some combination) in a turn. with an ATK (or THW) of 4, that's potentially 24 damage in a turn, or 30 if someone can give you a +1 ATK buff somehow (like Combat Training or the RoRS's Basic Attack Upgrade)

now, it's important that you ensure that no matter what, the enemy doesn't have retaliate for a combo like this. 6 attacks is 6 retaliate, which brings us dangerously close to dying, so spend what you need to discard it if possible

3 comments

Sep 03, 2021 StuWal19 · 1

Great write up and explanation. This is a combo (quicksilver/protection) I run solo a lot with. He is by far the best defender/protector. You went for more ally blocking and healing vs my defensive cards but I can see it working either way. Deft focus is sometimes missed when I am looking at quicksilver decks... I agree with you that its his 2nd maybe 3rd most important card (Serval Industries is close/debatable).

Totally agree with the 1 or 2 big moves per game especially at the end of his draw deck. You might want to consider adrenaline rush for +1 attack. I have had several games where I do 25+ damage in a single turn. Adrenaline rush is perfect because you play it for cheap and then decide when to use it.

Admittedly I have not played with Quicksilver in a little while and hard to ignore seems like a perfect card for my defensive build. I am not sure I have included it yet.

Sep 04, 2021 Heimwarts · 1

Is there a reason to include the power in all of us? Besides Nick Fury and Helicarrier, no card can be paid for with those. Maybe I missed something. I would trade those for three adrenaline rush before trying it out :D

Sep 05, 2021 Sentinel851 · 1

@Heimwarts mainly to pay for those two, yes, but also to have a resource or two in the deck. I built this going into RoRS, that has a LOT of "spend X,Y,Z to discard", and I found that I'd really not want to spend a particular card. (eg, the only in your hand is Reinforced Sinew, you really don't want to have to spend it. swapping them out is totally valid however. it's also sometimes just nice to have a card that's specifically there to be a resource, so you don't have to worry about what to spend.