Card draw simulator
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None. Self-made deck here. |
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TheCursedHam · 20
Played a couple games as Angel last night and he quickly became my favorite mutant in the game with this deck. The deck has two possible playstyles to it.
Plan A: Aerial Assault
The first playstyle is very simple, play as many events as can while Archangel to burst as much damage per turn as possible. Bombs Away, Dive Bomb, and Pitchback all trigger Angel of Death alongside all of his hero kit events. Aggressive Energy increases the amount of damage each of those events will do works especially well with Bombs Away and Dive Bomb. X-Gene, The Power of Flight, Avian Anatomy, and Techno-Organic Wings all make it very easy to play multiple events per turn. While you only get one proc of Angel of Death, its still nice to get all that damage out. Surprise Attack and Jarnbjorn don't proc Angel of Death but with the amount of resources in the deck are very easy to use and give an extra burst of damage on your turn. Aerial Agility allows you to stay in hero form while also doing another burst of damage allowing you to keep the damage coming each turn. While Archangel's acceleration symbol is an obvious downside, the amount of damage I was doing each turn made it very easy to stay in the form and rush the villain before they could scheme out.
Plan B: Aggression Ally Swarm
I didn't plan for this deck to also work as Ally swarm but ended up working pretty well. The star of this plan is Cannonball. With the amount of Aerial cards in the deck he never took consequential damage in any game I played and stayed out the entire rest of the game. Blade is a similar boat, the deck has a lot of icons in it so its very easy to keep him out multiple turns. He's not a bad chump blocker if needed and you'll know in advance if you'd be able to keep him after his next attack so its not a tough choice to make. Bug, Psylocke, and Tigra are a bit more situational but not difficult to mitigate consequential damage on. Cosmo is the only tricky one but over half the deck is Events so you have a very good chance at ignorning consequential damage. In a longer game you also can get a majority of Support and Upgrades out which makes the chances even higher. Boot Camp and Sidearm make your Allies hit even harder which means you can actually switch to Angel form and focus threat while allowing them to swing for you. You can also use your allies to mitigate threat while you're dealing damage as Archangel. Just be wary that Tigra and Psylocke's damage mitigation comes from them attacking so you should probably just use them for that to keep them out longer.
Other cards to consider I originally had two copies of Fluid Motion in instead of two copies of Sidearm. I still think that is a solid strategy but found myself attacking with allies more than I expected. If you're going to focus on solely Plan A though with allies that is a good change to make.
I also originally had Brawn in with only one copy of Power of Flight. Brawn doesn't have a way to ignore consequential like everyone else but with Boot Camp he can remove 1 threat and deal 2 damage in the same turn which is a good balance to Archangel. He also would be a solid chump blocker that could potentially survive the attack and swing again. There is definitely value there in my opinion but in the games I played he was the ally with the least play. If focusing rush down I would remove maybe one of the other allies and put him in.