Card draw simulator
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None. Self-made deck here. |
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Dystopiandream · 7
S.H.I.E.L.D hires Deadpool to fight villains!
Magneto causing problems in orbit?
Thanos about to snap half the universe away?
Juggernaut feuding with Hope Summers AGAIN?
Wade Wilson is your guy!
Deadpool and S.H.I.E.L.D have worked together on numerous occasions in the comics, usually S.H.I.E.L.D attempting to contain the havoc Deadpool introduces. One of my favorite comics is where S.H.I.E.L.D hires Deadpool to fight dead presidents because the Avengers can't be seen punching a zombified Abe Lincoln or George Washington. Great! So in the spirit of this, I thought I'd work up my take on a Deadpool and S.H.I.E.L.D deck.
The main strategy of the deck is for the S.H.I.E.L.D cards to buy time for Deadpool to set up his usual combo of Maximum Effort and This Card is Fire. A typical game progresses through two phases:
Phase 1: or, "Get Deadpool under control Agent 13!"
Mulligan Priorities:
The main goals of this phase are, as mentioned before, to buy time to properly set up the winning combo. I try not to let Deadpool go to 0 hp on his hero side this entire phase to help with threat management. We want to simultaneously build while keeping threat low on the main scheme and clearing out any side schemes. We do this in a number of ways:
- Agent 13 + Field Agent + Helicarrier is a great, consistent threat reducer and double resource reducer.
- Build Support can get you numerous, necessary supports such as Helicarrier or the Chimichanga Truck.
- Global Logistics and Blindfold control the encounter deck so there are no surprises, and allow you to build for what's coming, and avoid any surprises when on your alter ego side. Exhaust a Field Agent on his last leg to Global Logistics, or even Surveillance Team since Monica Chang can pull it from the discard.
- Speaking of Monica Chang, she's always a welcome sight to me near the start of the game.
- I don't typically play with a lot of status effects, as I find them unreliable, but Sonic Rifle can also be utilized as a target for Armed to the Teeth! Stack the encounter deck and swap Sonic Rifle with a Pulse Grenade for that last burst of damage. Pull out Godslayer or Jarnbjorn for extra damage. Have a lot of bad icons in play? Pull out Laser Swords.
- Symbiote Suit and Endurance, depending on the health of the villain, may be needed to one shot them down. Symbiote Suit should be one of the last pieces before progressing to phase 2.
Ideally through our allies, katanas possibly, and Deadpool attacking, we have been able to progress the villain to the next stage, setting us up for phase 2 of Deadpool's "plan".
Phase 2: or, "Everything is on fire, retreat Field Agent, RETREAT!"
We should have at least some of our upgrades and supports on the table, and a decent S.H.I.E.L.D engine running now. Phase 2 is all about finishing the villain as quickly as possible. If Phase 1 was a control playstyle, Phase 2 is pure rush.
- Your main win combo is Maximum Effort going down to 1 hp (or 0 if it gets you the win) and This Card is Fire.
- Use Mutant Education to shuffle in any combo cards you used for resources in Phase 1.
- Use Armed to the Teeth to pull out a weapon for more damage or killing guard minions, or a Plasma Pistol to get rid of toughness.
- Cable can be used if you have a couple acceleration icons in play.
- Deadpool's Katana can be used to pierce toughness.
With everything set up, we are hoping to tear through a villain's last stage in one to two turns.
Deadpool is one of my favorite heroes and this deck has gotten me to play him far more than the other aspects/builds. Hope you enjoy and cause some havoc!