Card draw simulator
Derived from |
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None. Self-made deck here. |
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Shuri's Fury [Repurpose/Dora Milaje] | 0 | 0 | 0 | 1.0 |
Shuri's Repurpose | 0 | 0 | 0 | 1.0 |
VillainTheory · 32516
Move over T'Challa, there's a new Black Panther in town!
As a self-proclaimed Repurpose connoisseur, I'm excited to share that Shuri is one of my absolute favorites with it across all 59 heroes.
With an alter-ego ability that fetches tech, setting up Repurpose has never been easier. And your readying really steps up a gear when Okoye's special is triggered three times to give you 4 ATK before you even start to play any events.
With the ability to have 10 cards in hand when you start the turn in alter-ego form (The Elephant's Trunk + Avengers Mansion), it's not uncommon to get 3-4 readies and maybe an attack event if you're lucky.
To cut a long story short? Shuri's angry, and when you combine everything this deck can hit over 50 damage in a single turn while easily controlling the board all game.
Overview:
- Archetype: Repurpose
- Difficulty: Above Average
- Recommended Player Count: 1-4
- Ideal Aspect Partner: Any
Mulligan Targets:
Black Panther Upgrades
Thanks to Shuri's alter-ego ability, you can guarantee getting your best Black Panther upgrade on Turn 1 - and it's Panther Claws for amazing damage. Vibranium Suit is good and should be considered during a game but, between the insanely good Queen Ramonda, the excellent What Doesn't Kill Me, and some classic Energy Barriers, you're already invincible against most scenarios.
(Note that you want to float between 7-9 health when possible to keep What Doesn't Kill Me online.)
You can generally keep Panther Claws until the last turn of the game and only then use its bigger discard effect for extra damage for the final blow. Unlike some Shuri decks, this build doesn't require a single other Black Panther upgrade to be played throughout the rest of the game (though the confuse from Kimoyo Beads might be especially helpful in solo play). Any that you do play, don't hesitate to use their bigger discard effect. The claws are all you truly need.
Your Backing Dancers
The Dora Milaje and its trio of allies (Okoye, Ayo and Aneka) are incredibly good, especially Okoye. But also don't hesitate to use them for card draw from The Elephant's Trunk, which is probably our single best card. Card draw is GOOD and the Trunk just doesn't stop feeding them to you.
Enjoy free Spider-Bytes (not to be confused with Spider Bites) and the power of Moon Girl. But ultimately we want to take up as many of our ally slots with Dora Milaje allies in the long run and heal them up with the Dora Milaje and Med Team.
A Purposeful Plan
Generally? Just enjoy readying with ample tech cards for Repurpose and plenty of money to play said tech! If you can, try to only use Repurpose when you have other readies in hand (especially a second Repurpose). But it is, of course, absolutely fine to simply use one alone for the purposes of tempo/board control. You can also hold onto a Repurpose for next turn, to try and combo it, if you're not under pressure.
My top tip? Don't forget to trigger a Black Panther upgrade every time you make a basic attack, thwart, or defense, as well as after playing her events. It sounds obvious but it's easily missed when you're juggling 10 cards, desperately memorizing 3 different temporary stat boosts and managing things like retaliate after attacking.
Speaking of basic defenses, between triggering either or both of Panther Claws and Energy Barrier in the villain's turn, Change of Fortune just makes too much sense. Especially in 3-4 player where minions are extremely common. Change of Fortune isn't a focus for the deck but, as long as you see two minions in a game, it's very valuable. Play it if you can, trigger it when you can, don't worry too much otherwise.
All you really need to focus on is using her amazing hero and alter-ego abilities while also using and repurposing your tech!
Alter-Ego and Resource Resquirements
It's worth noting that Shuri herself and this deck in particular really want to go alter-ego a lot. Her alter-ego ability and supports are just too good. In solo play, this might make a few scenarios a little difficult without a greater focus on the confuses from Kimoyo Beads.
By using The Elephant's Trunk and your alter-ego hand size, you are more likely to have the right resources for both What Doesn't Kill Me and Moon Girl. Generally, while not guaranteed (it's still a card game after all), you can usually play these cards just fine starting with 5 cards in hero form - Moon Girl is so good that she's actually still perfectly good with just 1 mental spent on her, and is really good with just 2 out of 3. And it's even easier to find the right resources after the first deck pass and your deck is thinned out.
However, something that is especially helpful in any form is the Aja-Adanna upgrade. We can use this to shuffle Vibranium back into our deck, giving us more money and more wilds to fulfill the needs of our cards. But we can also shuffle back our attack card if we're looking to end the game, or our Kimoyo Beads if we need those confuses in solo play.
Alternative Cards
Other cards you might include are Heart of the Panther, Build Support, Specialized Training, Indomitable, Ready to Rumble and Nick Fury.
Despite the deck name, Nick Fury isn't included for both the sake of variety plus we rarely need to chump block.
The readying from Indomitable is great. The thing is we will mostly only want to basic defend if we're trying to trigger Change of Fortune. Leaning into defending more often means there's a very real possibility when, combined with using our Energy Barriers and Queen Ramonda, we'll stay too healthy for What Doesn't Kill Me. What a problem to have...
Build Support is amazing for finding The Elephant's Trunk or a Med Team and is probably the card I'm mostly likely to swap in for something. It's good - but so is everything else.
Specialized Training is great but has ended up feeling excessive in some games and often gone unplayed. It is really good to have its rewards but, on a turn without readies in hand, you can be forced to choose between the card draw here or your amazing alter-ego ability.
Heart of the Panther is a great team-up card and with Med Team we could keep T'Challa around for most of the game. ...But our Dora Milaje allies are so valuable to our readying plan that they take up most of our ally limit, and we might prefer to heal them. Furthermore, the team-up card gains value as we play more Black Panther upgrades and we only really need to play one with this deck. (HOWEVER, in multiplayer with the T'Challa hero you really should have this card!)
Ready to Rumble is a great card for Shuri that didn't quite make it with all the cards I wanted for the Dora Milaje, tech for Repurpose, and readying for Repurpose combos. But 1-2 definitely works well here!.
2x The Power of Protection is also a good option! It comes down to resources vs. options in hand (vs. deck space).
Plasma Pistol might seem unappealing here but we've ended up playing it every single game and getting great use out of it. With that said, both it and a copy of Med Team are the most cuttable cards here in my opinion. Perhaps Change of Fortune against low-minion villains in solo play.
Ultimately deck space is tight with so many good options. Feel free to tweak a couple of cards!
Good luck and have fun!
26 comments |
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Apr 26, 2025 |
Apr 26, 2025
Here's hoping she arrives in US stores soon! |
Apr 26, 2025
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Apr 26, 2025Great to see you back on here! I sadly don’t get Shuri till next week, but this will definitely be the post precon deck! |
Apr 26, 2025Can't say no to a Repurpose deck, especially when it is nice and focused. |
Apr 26, 2025Just reading this and talking to you about Shuri has me so hyped for her! Love how you use her backup dancers! Another great deck. :) |
Apr 26, 2025Seems like I’m gonna have to play yet another VT’s Repurpose deck! As always, amazing deck and write-up. |
Apr 27, 2025I created a similar deck publishing it just yesterday so I will try them both out and see what I like more haha |
Apr 27, 2025Love seeing your thoughts here |
Apr 27, 2025Looks fun! I want to make Maria Hill run some Command Teams to really push those numbers up! I was planning to run her in Leadership first when I finally get her, but this may take precedence! |
Apr 28, 2025Cool to see you post a Shuri deck, VT ! And not a bad one! it just seems a bit starved for physical resources. |
Apr 28, 2025Thanks everyone!
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Apr 28, 2025
I played my version twice yesterday in a 2-player game and the card I really liked there was Stun Gun since you could play it use a counter to stun a minion you might not defeat that turn and then immediately Repurpose it and it doesn't feel as bad as let's say an Energy Barrier that still has 2-3 counters on it. |
Apr 28, 2025
I don't recall if your deck ran Change of Fortune but I can imagine that is a big difference to how we approach handling minions in the villain phase too. |
Apr 29, 2025I'm personally using 2x Ready to Rumble - you search for an upgrade, then place ready to rumble for just 1 and are able to use basic power in the same turn after you switch to hero form. I also use 2x Forcefield for additional tech cards - its cost is mostly mitigated by Shuri -2 cost ability. Moongirl is pretty clunky, if you dont get her in the same turn as Vibranium or Genius you cannot play her. so far she was rather a liability for me, maybe I need to upgrade my shuffling technique :D Overall the deck is solid, I like it. |
Apr 29, 2025
I wonder if the inclusion of 2x Ready to Rumble and 2x Forcefield Generators has contributed to your Moon Girl problem since they are 4 more energy resources diluting the deck. With that said, I still have to imagine Moon Girl would be good as she's been so good for us. Moon Girl is such a powerful card that even spending 1 mental on her is perfectly efficient. And it's pretty easy to have one mental or wild for her. Drawing 1 card from her ability effectively makes her a 2-cost, 2 THW, 2 hp ally in the realm of Kid Omega or Protection Daredevil etc. With that said, we've almost always played her with 2 or 3 mentals. Aside from the doubles, which I disagree are necessary, Shuri has Ingenuity for a guaranteed mental. And then there's the Elephant's Trunk for insane card draw. So plenty of ways and chances to get mentals. The biggest problem for us is actually hitting the ally limit in the mid to late game. We wanted all 3 Dora Milaje allies out which leaves no room for Moon Girl. But Moon Girl is such an early game powerhouse that I felt she more than earned her slot here. Her ability to accelerate you through your deck is the main reason she's listed as a great mulligan target in the write-up. (She is also good later on if you get into trouble, if you have to sacrifice a Dora Milaje or one ends up discarded from an encounter card etc.) Of course, it is a card game. There is a chance you don't draw her with a single mental or wild available, with everything coming in the wrong order. But, for me, the low risk is worth the huge reward. I will say though that both Moon Girl and Ingenuity have the least synergy with the rest of the deck. They earned their place here as "powerful cards we can use because of the right trait" as opposed to "fun interactions with the other cards here". So you absolutely could cut them both and still have everything work perfectly! |
Apr 29, 2025for me the inclusion of forcefield generator is also a matter of tech slots, you quickly run out of things to tutor for if you don't run them, I personally don't use the villain phase tech at all, for me its too clunky - I never defend with Shuri and I never discard her upgrades for secondary effect, I keep them for constant effect. Moongirl is not a huge slot investment, maybe ill give her another chance. I'm also gonna check 2 medteams for dora milaje allies, for now i've only been healing Okoye and use the other 2 as temporary. maybe keeping them for longer will upgrade the attack/thwart ratio sagnificantly but I kinda don't like their stats, they are only effective for dmg which I find irrelevant. |
Apr 29, 2025Awesome deck but almost all time I missing the Strength resource to be able to play What Doesn't Kill Me. With the 3 Dora Milaj Ally and couldn't play Spider-Byte not even once. Moon Girl is too hard to play for me because in solo if the villian doesn't have confuse by Kimoyo Beads I just not feel safe for flip. Maybe I'm just not that good with her but anyway its an awesome deck really like! Thank you |
Apr 30, 2025Hm! I appreciate the honest feedback. I am scratching my head a bit because I really didn't have much trouble playing What Doesn't Kill Me. It is a card game, sometimes things won't line up, but I am really surprised the feedback from people playing it or a similar deck has been this. Looking into it, and just using the card draw simulator here on marvelcdb to start with, with this exact deck, it took me 13 hands of 5 cards each to find a hand of 5 cards where I didn't have a physical or wild the pay for What Doesn't Kill Me. If we exclude the times where the card enabling it was Dora Milaje (because we almost always want to play it and not spend it), it leaves us with 10 attempts out of 13 giving us a playable What Doesn't Kill Me. I will admit it's a small sample size statistically but it reflects a lot of my experience testing the deck before publishing it. And using a card draw odds calculator while excluding Dora Milaje, we're roughly at a 74% chance of having another physical or wild resource in hand - and that's when excluding the all copies of What Doesn't Kill Me. (Realistically it's higher when including them since one could pay for the other, but I can't be bothered to figure out exactly how much right now sorry!) So before considering Avengers Mansion, or thinning our deck and having better odds on the second deck pass, without including our alter-ego hand size or card draw from The Elephant's Trunk, it should in theory be playable almost 3 out of 4 times based on its physical resource requirement. As soon as we start to include a few of those things, the odds drastically improve. Potentially hitting 95%+ later in the game when we start a turn in alter-ego form. Going alter-ego is pretty important for Shuri and, if the scenario makes that difficult in solo play, this deck will have a harder time than usual. I have noted that in the write-up now. But based on my test games, testing on mcdb, and using an external odds calculator, I am going to make the case that What Doesn't Kill Me is still very playable without any alter-ego shenanigans. So maybe these other games were just unlucky? As far as I can see, assuming my maths is right, I wasn't just lucky and it does work! Now the one tip that I failed to mention and definitely should have, which I have now added into the write-up, and is great for both What Doesn't Kill Me and Moon Girl - and is also just good generally for Shuri - is to use Aja-Adanna to keep shuffling Vibranium back into the deck. Putting a double resource into your deck gives you more money in the average hand of cards you draw, but the fact it's a double wild resource makes these two cards even more consistent in finding the resources they want. This is hard to factor into percentages and chance but is definitely a big boost to everything I've written above this. Whew! Thanks for reading if you read all this. |
May 01, 2025(Okay I absolutely couldn't get a run as good again with the mcdb simulator but about 75% of the time does seem right with a hand size of 5) |
May 03, 2025Played at the con today; I had a turn with 3 repurposes on hand. It was a pretty easy game! This deck is fire. |
May 03, 2025
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May 04, 2025How did I miss a new VT deck? Those re always welcome. |
May 04, 2025
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May 05, 2025Bro, I thought it was your MI6 flying car, but Invisibility Gear is also good. |
May 06, 2025I never pass at a chance to try a new VT deck. Yet another that has not disappointed. Only been solo so far, but this one is a blast! The Dora Milaje package is so good once online! |
Love it, and glad to see you back to making decks!