Card draw simulator
Derived from |
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None. Self-made deck here. |
Inspiration for | ||||
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SCL 1501 - Gambit is Hard to Ignore | 0 | 0 | 0 | 1.0 |
Incredibul · 3389
As soon as I played the first few games with Gambit, I wanted to try Protection with his high DEF Value, Gambit's Guild Armorand Gambit's Staff. Protection has tight competition currently, and I feel FFG really pushed the Aspect with Heroes like Ghost Spider and Shadowcat.
The gameplan
Trying to get the most of Gambit's Alter-Ego and hopefully Creole Charmer to remove the initial Side Schemes. You won't need to go back to Alter-Ego that often, as Gambit will not take a lot of damage.
After that, you'll try to get the cards on the table which will improve your turn during the villain's phase.
Retribution
Electrostatic Armor, Gambit's Staff and Flow Like Water will hit the villain for 3 every time he attacks you - without paying for any card. That's on top of Damage you do with Side Step and Preemptive Strike. Since you can consistently block twice with Gambit's Guild Armor (and perhaps even a third time with Side Step, Minions will also take damage.
I'll mention that this Deck in an early iteration had Dauntless in it, for a further 1 damage. I did test a lot against Magneto when refining this, and Magneto sometimes just gives you 1 damage with his encounter cards you can't defend against, so Dauntless did not make sense anymore - and I usually prefer a more consistent deck against the hardest villains. But if you want to live the 4-damage-for-every-villain-attack dream, honestly, there are not that many villains who do that. I'd probably take out one Hard to Ignore.
Thwarting
Usually, Protection has problems with Thwarting. But with Not Today!, True Grit and Hard to Ignore, you're in a good position to handle all problems. Once you have the Armored Vest out, True Grit will thwart 4 for 1.
If you get Professor X, you can take the chance to go into Alter-Ego. You will most likely get no damage, but it's nice to have one source of confusion.
Charged Cards
The double Ressources are enough to power Charged Card and Royal Flush, even if you have only 2-3 cards in hands in your actual turn. You usually need this if bigger minions hit the table, otherwise their death might be a bit too slow if you rely on your Retribution Damage. It also speeds the game along. That being said, playing an upgrade is usually the better choice for the first half of the game.
As soon as I played the first few games with Gambit, I wanted to try Protection with his high DEF Value, Gambit's Guild Armorand Gambit's Staff. Protection has tight competition currently, and I feel FFG really pushed the Aspect with Heroes like Ghost Spider and Shadowcat.
The gameplan
Trying to get the most of Gambit's Alter-Ego and hopefully Creole Charmer to remove the initial Side Schemes. You won't need to go back to Alter-Ego that often, as Gambit will not take a lot of damage.
After that, you'll try to get the cards on the table which will improve your turn during the villain's phase.
Retribution
Electrostatic Armor, Gambit's Staff and Flow Like Water will hit the villain for 3 every time he attacks you - without paying for any card. That's on top of Damage you do with Side Step and Preemptive Strike. Since you can consistently block twice with Gambit's Guild Armor (and perhaps even a third time with Side Step, Minions will also take damage.
I'll mention that this Deck in an early iteration had Dauntless in it, for a further 1 damage. I did test a lot against Magneto when refining this, and Magneto sometimes just gives you 1 damage with his encounter cards you can't defend against, so Dauntless did not make sense anymore - and I usually prefer a more consistent deck against the hardest villains. But if you want to live the 4-damage-for-every-villain-attack dream, honestly, there are not that many villains who do that. I'd probably take out one Hard to Ignore.
Thwarting
Usually, Protection has problems with Thwarting, but Gambit can uzilie Not Today!, True Grit and Hard to Ignore to great effect. Once you have the Armored Vest out, True Grit will thwart 4 for 1.
If you get Professor X, you can take the chance to go into Alter-Ego. You will most likely get no damage, but it's nice to have one source of confusion.
Charged Cards
The double Ressources are enough to power Charged Card and Royal Flush, even if you have only 2-3 cards in hands in your actual turn. You usually need this if bigger minions hit the table, otherwise their death might be a bit too slow if you rely on your Retribution Damage. It also speeds the game along. That being said, playing an upgrade is usually the better choice for the first half of the game.
Solo vs. Multiplayer
This deck was designed for solo play, but as a Protection deck and Gambits own readying with Gambit's Guild Armor, it should work very well in MP too. You can probably reconsider True Grit and Hard to Ignore, but then again, they really fit into the playstyle.
True Grit removes threat equal to your THW rather than your DEF. It would be fantastic if it went off of DEF!
I am tinkering with a Protection Gambit deck right now; I've found including Jocasta and Brother Voodoo helps a lot with THW and fishing for those high priority defend events! I also like Jump Flip.