Card draw simulator
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None. Self-made deck here. |
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None yet |
AndersGabrielsson · 111
This deck use Quicksilver's unmatched ability to ready himself to maximize the usefulness of Maximum Velocity, Moxie, Morale Boost, and Go All Out. In the late game, you can hit 30+ damage in a single turn.
Like many Quicksilver decks, this one is the most vulnerable early on. You need to prioritize getting your key upgrades and supports into place, which can be risky. For a safer setup you can add in the double resources by cutting an ally or two, or, if you find your allies can't stick around, Strength in Numbers. If you go for the double resources, more expensive allies like Cyclops or Domino can provide high value, but be careful about adding too many allies with too high cost. You need to have access to cheap cannon fodder for your first few turns while you're building your board, and you don't want to be in the position of having to choose between Friction Resistance and having someone there to block for you when you're at your most vulnerable.
The two primary reasons the double resources are not included in the standard list is that this deck thrives on having options and most of the cards are cheap enough that with the repeated use of Friction Resistance plus Quincarrier and Deft Focus, you'll rarely be short on resoures. Things can be a little tight early on, but later in the game the double resources are of very limited use.
As always, your most important card is Friction Resistance. You can play it directly, or get it with Superpower Training. Similarly, Build Support can get you the Quincarrier. Deft Focus will help you get your other identity specific upgrades into play, and can be used to play Always Be Running if you can't use Friction Resistance.
Your allies are primarily useful for their enter play abilities and to take hits for you. Professor X can also allow you to flip down to alter-ego with less risk. If you can keep them around, Strength In Numbers can be very strong so even though you should be ruthless about sacrificing your allies to avoid taking hits as much as needed, you shouldn't use them up needlessly. Their attacks and thwarts are most useful early on, but later the card draw they can provide through Strength in Numbers may give more value. Scarlet Witch in particular is useful if you're able to flip down. Team Training can help keep your allies alive and get an extra activation out of them at critical junctures, but it's not a key card and can be cut if you want something different.
Going to alter-ego has three main benefits, other than the usual ability to recover and the extra card you get from your increased hand size: You can use Crew Quarters for a bit of extra healing without exhausting, Serval Industries allows you to put key cards back into your deck (key upgrades early, Always Be Running later in the game), and when you flip back you can play Moxie.
Moxie, Morale Boost, and Maximum Velocity all boost all of your hero-side stats. This gives you a lot of flexibility with your attacks and thwarts. Note that all of these boosts last until the end of the round, not just the phase, meaning your DEF is also stronger. Once you're set up, hitting +3 with these cards is not unusual, giving you a massive 5/5/5 statline. Specialized Training gives you another +1 to one of your stats but more importantly more card draw. An earlier version of this deck used Adrenaline Rush and Civic Duty for minor boosts to be used at critical points, and those cards may still provide some value if you want to try them out.
Finally, Go All Out allows you to exhaust to make an attack that uses the sum of your ATK, THW, and DEF, which can easily hit 15+. In magical Christmas land you may be able to hit two Go All Out on the same turn, but that's not something you can count on. Also note that you need an resource to play it, which is one reason Quincarrier is important as most of your other cards that provide that are important for other things.
I've only played this deck solo, but it should work even better in multiplayer if someone can help you survive the first couple of turns. Once you're set up, you can assist as needed with damage, thwart, and even defense in a pinch.
Removing the flipping element will lower the ceiling of what you can achieve a bit since you won't have access to Moxie and you may find your health running low. Adding in some First Aid can help with that. If you go down that route, it may also be useful to invest in allies with more longterm usefulness like U.S. Agent or X-23. Another way to provide healing could be to use allies with high printed hit points compared to their cost, like Wonder Man, Blade, or (again) U.S. Agent. This is an avenue I haven't explored yet but I'm eager to try.