Black Panther doing justice (Hydra expert campaign)

Card draw simulator

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Trebge68 · 21

WARNING: contains some spoilers

This is the deck I used to play the RoRS campaign in true solo mode. I chose Black Panther with the Justice aspect. Justice is still, imo, one the best aspects for solo since it has the best tools to help you not lose.

Black Panther works well with Justice because of the thee Vibranium in his deck, which are good resource cards. And most justice events (that I want to play) are expensive, same goes for the upgrades en most allies.

An earlier version of the deck had Agent Coulson instead of Jessica Jones for fishing out those Counterintelligence. By scenario 3, I realized I didn't really need him.

Note that I didn't include any cards from the expansion because I still have the prebuilt decks from the heroes intact. Also note: I didn't miss any of those cards. Perhaps Clear the Area and Skilled Investigator would've been nice. Or even a cheeky copy of Spider-Man.

Most useful cards:

Under Surveillance, prevents you from losing to an ill-timed Advance.

Counterintelligence, can also prevent you from losing and enable you to go in alter-ego to get the draw from The Golden City or use some Ancestral Knowledge. One of the perks is that it is also usable in alter-ego, win!

Less used cards:

Followed: I got to trigger this one once in 7 games. The effect is okay but you usually don't want side schemes in play. Maybe more useful in multiplayer.

Beat Cop: I was hyped for this card, but the cost and the exhaust made me rethink my opinion. Most times I used this for threat control.

Heroic Intuition: maybe used it one scenario, in solo I didn't really need it. My allies did most of the thwarting, together with For Justice! or a well timed Stealth Strike.

As for how the campaign went:

I used both the standard and expert sets from the core set. All scenario's were set up using the recommended sets.

Scenario 1, Crossbones:

Experimental Weapons: Energy Shield; Exo-Suit; Power Gauntlets. These three were added to the encounter deck afterwards.

Remaining hit points: 10

Upgrade: tactical scanner

number of attempts: 2

The first time I got overwhelmed with damage and threat, because of an unlucky advance. The second time went much smoother.

Scenario 2. Absorbing man:

I ended up with 7 delay counters. The tactical scanner and the Golden city gave me the best possible opening ever.

Card added: basic condition upgrade

Remaining hit points: 12

number of attempts: 1

Scenario 3, Taskmaster:

A fun scenario with some variance as to which allies you can save. I ended up with White Tiger & Shang Chi. Both were really useful. WT for the threat management and SC for the stun. I thought they were really cheap for their effect.

Remaining hit points: 7

number of attempts: 1

Scenario 4, Zola:

number of attempts: 2

This one was more difficult. The first time I literally got swarmed with enemies. You immediately get two side schemes in play, one of them gives you an extra encounter card and then enemies come into play fast. The other one, Hydra Prison, takes away your ally for a time but was really manageable.

Remaining Hit points: 5

Improved attack upgrade upgrade from the basic attack upgrade.

Scenario 5: Red Skull

This was the first time I added an obligation to my deck to get me to full health, the obligation I got was Medical Emergency. One card less in hand hurts more in Hero mode than Alter-Ego mode, aside from the one point of damage. Discarding five cards wasn't that bad, it mostly meant that I got to cycle my deck sooner and get my Wakanda Forever! back.

The scenario had to be completed in one go, or I would've lost per expert campaign rules, and I won! The scheme deck is annoying and at one point I had four side-schemes in play, but the allies from the taskmaster set saved the day and most of them have a beneficial effect when you defeat them.

All in all it was a fun campaign with some nice new mechanics. I really enjoyed playing this deck and I hope you will too! but

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