Quicksilver: Green Symbiote

Card draw simulator

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Derived from
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Neokarasu · 173

Green Symbiote

Quicksilver is very reliant on his Upgrades and Friction Resistance so this deck aims to get to them as quickly as possible by drawing as many cards as you can. To do this, we're playing as many card draw as possible with Ironheart, Nick Fury, Assess the Situation, and Avengers Mansion.

The Protection shell is nice for Quicksilver because Super Speed can be triggered once per phase so you can get a basic DEF for free every turn. Additionally, Friction Resistance can also pay for Never Back Down and Not Today! and then ready it for the Hero phase since Super Speed is a response that happens after the defense and would ready both Quicksilver and then Friction Resistance.

Symbiote Suit is a card that really supercharges the whole deck. It's like having access to 2 of each of his Upgrades, increases his survivability, and also lets you have an extra card every turn. The extra encounter card is a small price to pay for getting all of the bonuses that this card gives. If you're not sold on it, I recommend trying out a game where you play it on turn 1!

While Protection decks generally want to defend every turn, this deck is opting to Stun the villain whenever possible with Never Back Down, Speed Cyclone, Iron Fist, and Mockingbird to reduce the chances for a bad boost effect and also allow some leeway for multiple activation, especially with Symbiote Suit out. As such, this deck is opting to not run the Electrostatic Armor and Hard to Ignore package. Additionally Quicksilver tends to not lack any damage to finish off the Villain thanks to Maximum Velocity and Always Be Running so the incidental damage aren't necessary. Plan B is picked over Electrostatic Armor because it allows you to pick off minions easier before they can activate and also allow you to get rid of toughs before you attack.

Gameplan

  • Mulligan: look for Friction Resistance at all cost. Other priorities are Deft Focus, Armored Vest, and either Hyper Perception or Reinforced Sinew depending on the encounter. Another approach is to play Symbiote Suit ASAP and use that to accelerate your setup.
  • Early Game: setup your upgrades while minimizing damage taken.
  • Midgame: use Stuns to minimize the villain's activations and focus on dealing with everything that the encounters throw at you.
  • Endgame: the deck is about keeping control of the board throughout the game while doing damage to the villains when possible. However it is possible to get a combination of Maximum Velocity and multiple Always Be Running especially if setup with Serval Industries that allows you to do 5 damage increments per ATK so it should be fairly easy to finish the villain.

Notes

  • Getting the most out of Friction Resistance is the key to maximize the value of this deck. You want to always use the from FR before you use any ready effect.
  • Using your basic DEF twice during the villain phase is okay if you have a Always Be Running in your hand. Ideally you won't have to because of a Stun from Never Back Down or other cards.
  • The Night Nurse is useful to remove Stun/Confuse which is especially detrimental to Quicksilver because Stun/Confuse replace your ATK/THW from happening and thus prevent Super Speed from triggering. Another way to deal with Stun/Confuse is to do the basic activation that your current status allows (e.g. ATK when you're Confused, THW when you're Stunned) and then use the 2nd activation to get rid of the status card.
  • You want to leave Scarlet Witch in play indefinitely to take advantage of Superpowered Siblings. The 3 ally limit isn't a problem for this deck and getting the extra card when you go to Alter-Ego is worth it.
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