Card draw simulator
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None. Self-made deck here. |
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None yet |
BoardGameKid · 132
Simple Idea: Get Honey Badger as buffed as possible (to a max 6 HP), and then keep readying/damaging her (Get Ready, Game Time, Prof X, Clarity of Purpose) and healing her (Game Time, Regenerative Longevity, Innovation, X Mansion) to give X-23 4-5 activations per turn. I've only tested it a handful of times but it has worked like a charm.
Danger room training is probably the key, since you can't use Game Time without it.
I know there are plenty of ways to get Honey Badger back if she leaves play, but the goal here is to keep her alive the whole game (and yes, X-23's obligation is BRUTAL when you have to discard a fully buffed HB).
Other Notes:
Symbiote Suit is a no-brainer here, as X-23 benefits hugely from the extra HP and the buffed stats with her multiple activations.
I know Weapon X doesn't trigger her readying, since it only works in Alter-Ego, but trading a HP for a card is always worth it.
Full disclosure, I just thought to add Command Team and did not build it that way originally (and still had plenty of readies w/o it), so I could see putting in a few copies of First Aid, or Lead from the Front (so X-23 and HB get even more band for their readying buck).
Have fun!