Vision: Pacifist

Card draw simulator

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Derived from
None. Self-made deck here.
Inspiration for
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TheCursedHam · 20

The idea of this Protection deck was that you'd be able to control threat on the board while not needing to worry about flipping down or defending to stay in the game.

You'll use your Intangible form for a majority of the game to benefit from the innate damage reduction and none of the cards are Attack or Defense events outside of the ones included in Vision's hero deck so you don't need to worry about being in Dense form to use any cards.

Upgrades:

  • Solar Gem: Is the most important because it'll grant you Aerial which you need to get the full use out of the deck. It giving you a free resource each round will help with getting cards into play since you won't get your extra draw from switching to Dense or Alter-Ego to often.
  • Vision's Cape: You spend the majority of the game Intangible so you'll have Stalwart for most of the game with this out. Not as important as Solar Gem but definitely still helpful.
  • Dauntless: You really shouldn't be taking too much damage and if you do there are ways to quickly get it back so you'll have Retaliate for most of the game once this is out. Not super important since you're focusing on Thwarting but it'll be the most consistent way you can deal damage.

Damage Reduction:

  • Pinned Down is great at boosting your ability to avoid damage from Minions. The additional -2 damage dealt will keep most Minions from being able to touch you so you can keep them essentially out of play for as long as you need once they're engaged with you.
  • Height Advantage: Once you get Solar Gem out this will be able to grant you an additional -1 damage for a turn. With this out only the worst attacks can damage you .

Threat Control:

  • Ever Vigilant: Also requires Solar Gem but this allows you to remove usually 6 threat on a turn.
  • Bait and Switch: You're most likely not taking damage anyways so this is a solid 4 threat removal with very little downside. If you got Dauntless in play this gives you an extra chance to deal damage.

Dense Form:

  • Perseverance: Flipping to Dense would proc this giving you tough and keeping you safe at least from the Villain's attack but if you've been kiting Minions you're still vulnerable.
  • Muster Courage: Better used in late game so you can give someone else a Tough as well but another way to keep you safe from the Villain's attack if switching to Dense form.
  • Iron Fist/ Mockingbird: Their main purpose in the deck is to stun the villain if you need to turn to Dense form so you don't need to worry about exhausting to defend while Dense.

Healing:

  • Reboot: If someone does manage to get some damage off on you this is a great way to return to full while also getting another activation off.
  • Preservation: Another nice one off heal while getting another card into play.

Extra:

  • Get Behind Me: Not really necessary but you already have a lot of damage mitigation without needing to exhaust so a better alternative than dealing with some Treacheries.
  • Ironheart: Again not really necessary but card draw is always useful.
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