Card draw simulator
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None. Self-made deck here. |
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None yet |
Castlefrank47 · 879
The premise of this deck is to utilize X-23's ability in conjunction with True Grit which allows us to remove threat equal to X-23's thwart when she defends against an attack. If she is damaged by the attack, then she is able to ready. This allows us to remove threat in the villain phase and then still be ready for our turn to deal damage. We will combine this with upgrades to make our villain phases even stronger.
Specialized Training allows us to choose one specialist upgrade and attach it to X-23 once we clear the scheme. I usually opt for Front- Line Specialist as it gives +4 hit points and lets us draw a card when we take damage. This also offsets some of the cost of playing True Grit as we will get to draw a card after taking damage. You could also go with the Surveillance Specialist to give her +1 thwart and make True Grit even more valuable.
Electrostatic Armor allows us to deal 1 damage when we defend against an attack. Combining this with her Adamantium Lacing which also provides retaliating for 1, piercing and +2 hit points allows us to deal 2 total damage every time we defend against an attack.
Pain Tolerance give us +1 health every time we play an X-23 card which we play quite a bit of. This helps with survivability.
Angel's Aerie allows us to add a counter every time we defend against an attack and when we flip to AE we can exhaust it to recover health equal to the number of tokens on Angel's Aerie.
The other aspect of the deck is typical Honey Badger shenagnigans. Get her out with Protective Training for more survivability, utilize Game Time for extra readies and add a Sidearm for her to really start doing some damage. Once set up, we can retaliate for 2 in the villain phase, utilize True Grit to remove threat in the villain phase and then during our turn still be able to dish out tons of damage.
Typical turn with Honey Badger out plus a sidearm. Play Claw Mastery to put X-23 up to 3 attack, then use her claws to ready and go up to 5 attack. Then have HB attack for 2 which will ready up X-23 for another attack of 5. With a game time we can generate another 2 from HB and 5 from X-23. In total that would be 22 damage and it is a fairly easy combo to achieve.
The rest of the deck:
Defiance is great for hard hitting villains to reduce the amount of damage you take.
Momentum Shift is another card to keep X-23 alive and also deal some extra damage.
What Doesn't Kill Me allows for another ready and heals 2 damage as long as you can spend a fist resource.
Med Team again provides survivability for X-23 and HB.
Elixir can heal a friendly character for 1 after he attack or thwarts. This has helped me keep HB alive for several turns while i was waiting on Protective Training to show up.
Warpath is just a really solid ally who provides a tough if you need to not tank a hit as well as solid stats of 2 attack/2 thwart.
Overall, I have had ton of fun playing this deck and it feels thematic. X-23 keeps slicing away and makes the villain pay for attacking her while X-Force allies help her survive.
Update: dropped energy and genius for 2 powers of protection. Dropped angels aerie for another copy of what doesn't kill me. Shoutout classyrobot for the suggestions