Card draw simulator
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None. Self-made deck here. |
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necris14 · 72
Vision's kit is one of the most flexible in the game, with strong attacks and thwarts, a strong, searchable ally, and even a great defense card among his many tools. However, this versatility comes with a price - his events are all restricted to one of his two forms, and his draw power is also one of the worst in the game unless you plan on changing forms every turn.
Luckily, there are a few cards that can help to patch these holes. I present Perseverance, a card that honestly feels custom-made for Vision, to the point that it's surprising it didn't come in his pack. With it, he can generate toughs almost as easily as Colossus. Combine this with his Intangible form, which shrugs off damage from most minions, and Vision starts to be pretty tough to defeat. Intangible form does prevent you from defending, which is where Aerial Intervention comes in - it isn't classified as a defense, so you're free to exhaust Vision once the Solar Gem is in play to essentially defend for 3 on top of Intangible's damage reduction. As a bonus, you can also exhaust Starhawk to pay for Aerial Intervention. Energy Barrier stacks with Intangible too!
With all of this damage reduction in play, and a lack of card draw, as we don't want to switch to Dense form unless we really have to, Taunt feels like a no-brainer. There is even one stun in the deck to pair with it even better, and it can be recurred with Jocasta. Ironheart gives us just a bit more card draw, and there are 20 events in this deck, so Atlas Bear can usually give us a card as well.
Vision's thwarting is also pretty solid for a Protection deck, so Establish Perimeter serves as another tough that can be set up in advance and triggered when needed. Solar Gem is pretty important as his one resource generator (and also for turning on Aerial Intervention), so Superpower Training serves as another copy of it. Even if you draw Solar Gem early, Density Control puts yet another card in your hand for more resources, and Vision's Cape can be handy in a pinch. Reboot feels like an auto-include here, as it's just as good if not better for Vivian than it is for Vision himself.
Muster Courage is the one flex slot, I would say; I like the one copy for multiplayer expert games, as it alone generates a ton of momentum for the team in a pinch. On standard or in solo, a third Perseverance is just fine.