Gamora Kickboxing!

Card draw simulator

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Derived from
None. Self-made deck here.
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Neokarasu · 173

Kickboxing!

Finesse is limited to once per phase so that means it's possible to get 2 activations per round by playing Attack events during the villain phase. To do that, this deck opts for Counter-Punch and Powerful Punch over more cards that would activate Precision. The bonus for this build is it maximizes the value of Gamora's Sword which makes up for the loss from Precision. The rest of the deck is focused on getting as much as possible to fuel Jarnbjorn and Hulk.

Defensively, you want to rely on Stuns from Drop Kick and Mockingbird in addition to using Booster Boots, your basic DEF, and Crosscounter. Crosscounter is probably the card you'll be getting with Nebula the most often since it's essentially 2 damage + 2 threat + 3 defense for 2 ER so you want to play it as much as possible. Getting Drop Kick is also good although it requires access to more resources for that turn.

Gameplan

  • Mulligan: look for Keen Instincts, Gamora's Sword, and Martial Prowess.
  • Early Game: focus mainly on clearing the initial wave of villain setup and minimizing damage taken. Prioritize attacks that keep you alive like Crosscounter and Drop Kick.
  • Midgame: Gamora doesn't require a lot of setup so after you have some of your upgrades out, you can transition to doing damage to the villain quickly. Check how many events you can play every turn and then figure out how many Jarnbjorn activations you can afford. Jarnbjorn converts resource to damage very efficiently so you want to prioritize activating it unless the extra resource can convert to playing a bigger card like Forward Momentum or [Drop Kick](/card/10014. Crosscounter is always worth playing when you draw it.

Notes

  • Your damage comes from into multiple sources from Gamora's Sword, Jarnbjorn, and Precision so chances are there is a way to split your damage to not waste a single point of excess damage.
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