Card draw simulator
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None. Self-made deck here. |
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None yet |
zebramatt · 1
Overview
- Nebula is a lot of fun, setting up massive plays that can shred villains and clear threat in equal measure
- She's not as bursty as Star-Lord, but she's a whole lot less risky – although be careful with One Way or Another; and with cycling your deck!
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I'm a big fan of card draw, and played right, this deck has a healthy amount of that :)
Strategy
Mulligans
Dig for...
- Highest priority is getting any one of your Technique Upgrades, to get the +2 card draw from Alter-ego mode (Cutthroat Ambition, Evasive Maneuvering, Unyelding Persistence, Weapon Master, Wide Stance)
- Almost as high a priority is One Way or Another for the 3+ card draw, and to start setting up your side scheme tech
- Resource generating Supports (rated based on usefulness in your opening hand): ++Nebula's Ship (wildcard), +Knowhere (card draw from allies) and Helicarrier (cost reduction, but pricey)
- Side scheme thwarting tech setup (rated based on usefulness in your opening hand): +++Skilled Investigator, ++Heroic Intuition, +Followed, Justice Served
Situational...
- There's a first turn combo with Cosmo, Wide Stance and Lethal Intent to start you on the path to Cosmo-without-Consequences – but don't chase it; if you don't have Wide Stance, mulligan Cosmo
- Gamora will let you fire off one of your Technique Upgrades first turn, but it'll cost you all but 1 card (2 if you've landed Energy, Genius or Strength but if that last card is another Technique Upgrade or Daughters of Thanos consider it
- It'll be painful to discard Daughters of Thanos when Gamora comes up later, but life's too short – unless you've got Gamora in hand, ditch it
- Lethal Intent has some nice combos with your Technique Upgrades turn 1, especially with Wide Stance, but still consider discarding it
Ditch...
- Your endgame tech includes C.I.T.T., Jack Flag, Pulse Grenade, and Brains Over Brawn – you might get some use out of these on your first turn, but they're expensive and benefit from setup
- Combat Ready is useful from as early as turn 2 or 3 but I'd recommend discarding it turn 1
- Making an Entrance is an amazing part of your side scheme toolkit, but it's unlikely to be that useful turn 1
- Eros and Martinex are primarily defensive and worth little to you turn 1
Technique upgrades
Although a very different build dr00's Local Woman With Family Issues Steals Overpriced Paperweight does a simply wonderful job of explaining how to use Nebula's core mechanics, so check out the Strategy section of that. Don't worry, the Side-scheme machine will be here when you get back.
See? Wasn't that great? OK, so now a couple of my own thoughts:
- The usefulness of Wide Stance cannot be overstated – knowledge, as they say, is power. This is especially true in solo, where the ability to stack the encounter deck (and remove the worst of it) will carry you safely through almost anything. In multiplayer, it's keeping the first and second players safe from boost icons/effects (possibly one encounter card in 2p if the villain is confused/stunned) – which is still strong, but not quite the same ticket to victory.
- Wide Stance is also your path to Cosmo-without-Consequences. Trigger Wide Stance, leave something nasty at the top of the encounter deck, attack/thwart with Cosmo, name that card, discard it and don't suffer and consequential damage! It's a chip effect, but over time it all adds up.
Side-scheme thwarting tech
The core concept of this deck is Setup -> Thwart -> Punch but Nebula's kit is flexible enough you'll usually be flipping between status effects, damage and thwarting the whole time
- Nebula's Ship, Knowhere and Helicarrier will help your engine get off the ground
- Heroic Intuition will improve your base thwarting, as well as the impact of Brains Over Brawn and Making an Entrance, and stack well with Unyelding Persistence for the turn it's out
- One Way or Another will fill your hand and allow you to pick a side scheme you're confident you can deal with
- Chuck Followed on the side scheme, get Skilled Investigator out (for you and a friend!), then use Brains Over Brawn to clear it off and deal damage!
- If you can get Justice Served out before clearing a scheme of threat, you can stand back up – make the most out of a second activation with Cutthroat Ambition, Evasive Maneuvering and/or Unyielding Persistence; or flip to Alter-Ego, recover and lay down a Technique Upgrade to trigger your card draw
Defense & utility
- Use your Guardian Allies to trigger card draw on Knowhere, Gamora to trigger a Technique Upgrade and lay the smack down, Martinex to jump in front of damage, and Eros to confuse a minion or two
- If you find yourself low on health, Making an Entrance is a great way to top up your health while in Hero mode, while clearing a lot of threat!
In the end game:
- Pulse Grenades can do predictable damage when used after Wide Stance
- Jack Flag gives you a solid three 2pt thwarts and two 2pt attacks, especially useful if you can stand him back up...
- C.I.T.T. will allow you or an ally to get back up for two resources