Hawkeye - The Problem Solver

Card draw simulator

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Derived from
None. Self-made deck here.
Inspiration for
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Fromundaman · 112

This deck is an interesting hybrid of aggressive and thwarting play. In multi-player you will definitely need someone else to help with threat management since you don't clear enough to keep up with 3p/4p threat gain, but you will make life much easier for everyone by doing decent chunks of thwart and damage every turn, as well as the occasional protection. You will specifically be very effective against side schemes and minions. The idea behind this is to take advantage of what Hawkeye does best, which is shoot event arrows at things and use justice upgrades to take advantage whenever you defeat minions or side schemes.

Let's get into the cards we use for each role:

Side schemes: This deck loves side schemes. You heal off of them with making an entrance, draw cards with clear the area and skilled investigator, and find mockingbird (or another ally) with chance encounter. Even more importantly though, you re-ready justice served. This allows you to re-ready your bow for more arrow events. If you use quiver every turn, you'll likely have a few stored up and on turns where you defeat side schemes you will have a huge impact.

Minions killing: Vibranium Arrow and Explosion Arrow are incredible minion killing events and should often be used for that purpose. Hawkeye's bow also brings his attack up to 3, which makes it worth using on turns when you don't use your exhaust on meditation or re-reading the bow. On top of that, all of the allies in this deck do decent damage and thwart, so the option to use them for minion killing is always available. Once a minion does die, interrogation room allows us to clear a threat. It's a bit underwhelming I admit, but it is a constant effect through the whole game so worth having. It can also be relatively painlessly discarded if something forces you to discard a support.

Protection/CC: Mockingbird is crucial for Hawkeye's own protection. We don't want to go to AE often since the only benefit in this deck to AE is to use meditation, so it's important to protect yourself. Mockingbird does this the best, and quinncarrier helps pay for her ability every turn. Nick Fury and Iron heart are also really good blockers. Another way to protect yourself though is to keep electric arrow and sonic arrow in the quiver, then loosing them on the villain to keep status cards on him.

Scenario specific: Running Interference is to have some decent main scheme control, but in scenarios with more side schemes, a single main scheme phase, or in a situation where another player can handle main scheme threat, Running Interference could be removed for something that targets side schemes. You can also switch Jack Flag for Quasar or Jessica Jones as well if there are a lot of side schemes.

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