Ms. Marvel - Lockjaw

Card draw simulator

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Ms. Marvel - Lockjaw 1 0 4 1.0
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LACK OF SUBTLETY · 958

An edit of my previous Lockjaw list, swapping out Clarity of Purpose for Recuperation

I caught myself thinking about the card Lockjaw and how I never think to include it in a deck. This is an attempt to make the most use of Lockjaw's ability to repeatedly return to play.

The first problem with any deck built around a single card is making sure you get it into play early. If your opening draw/mulligan doesn't get you Lockjaw, the Champions Mobile Bunker can help get to him faster, also, you can use Call for Aid to search up Ant-Man, hopefully discarding Lockjaw in the process.

You will also want to get get Helicarrier into play to reduce the cost of putting Lockjaw back out after he is used up. Team Training will help you get more mileage out of Lockjaw, allowing you to use him 3 times before he is used up and sent back to the discard pile. Note that Team-Building Exercise will only benefit Lockjaw when he is played from hand, so it will not reduce his cost when played from discard. It is very valuable for Red Dagger however.

Effective Leadership will grant you a better first turn with Lockjaw, Teamwork can extend his time on the table, and Last Stand and Save the Day can get a better last turn from him.

Red Dagger and Spider-Man (Miles Morales) gan all of the same benefits. Red Dagger in particular can take turns with Lockjaw leaving and entering play while Spider-Man will tend to have a big first turn and then make a dramatic exit via damage, Last Stand, or Save the Day.

It is important to not let Lockjaw get reshuffled back into the deck. Keep him in hand or in play when your deck runs out.

Ant-Man's other use in this deck is as a cheap ally (able to be played for one resource) and then to help Ms. Marvel via his solid Teamwork bonuses.

I do think this deck will face some real difficulties facing off against minion-heavy villains and would need some tweaking to do so effectively.

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