Card draw simulator
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None. Self-made deck here. |
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dkilkay · 195
I was going to put a disclaimer here about how this won't be very effective against Stalwart enemies. And by all means, replace Psi-Flail Strike with Powerful Punch against a Stalwart opponent as it will be similar but better. But beyond that, because of how Psylocke functions, all her confuse cards have an alternative function. This deck is more about tough status anyway. So piercing, which is much less common, is the bigger concern.
The big card here is Serve and Protect, this card is just way more useful than I anticipated. Even if just used to prevent the regular upkeep of threat at the top of the Villain Phase in single player, reducing threat and getting two future blocks is great. What I have found is that cards like Serve and Protect need a different kind of ally, like Iceman, Northstar, Siryn or Karma who don't need to activate every round to have value, so they can sit around a bit and wait. Pete Wisdom is another, put him in play, remove 3 threat and then wait a bit for him to heal. Because these allies function best sitting out to pick their spots, Serve and Protect isn't really taking away their activations by exhausting them or having them block once tough. (Or in Wisdom's case, get another 3 thwart if needed without the double consequential.) With Serve and Protect in multiplayer, you can offer two defenses for your teammates. In solo it buys you two enemy attacks.
Iceman and Siryn buy you time with minions so you don't need to kill them and Psionic Training makes it so you don't care if they have Guard or Patrol. Then Hard Knocks turns minion mashing into more Tough status. Or Psychic Misdirection turns them into targets for the villain, saving you from being attacked.
Psi-Flail Strike in multiplayer can save your teammates or buy you more time in solo. But the requirement to defend makes it less appealing. Which is why I only put two. Ideally this is used in combination with Martial Arts training or Psionic Redirect so you don't lose tempo.
Psimitar has 17 cards to trigger it so it should trigger more often than note. It kind of requires Side Holster as Psi-Katana is restricted, but Psi-Knife is not. That said, focusing on thwart early and damage once set-up can be a good play. And Psimitar gives a steady stream of damage. But her obligation Body Swapped will force the discard of the Psimitar, so get that Side Holster in play to save it.
In general you should be able to prevent most attacks from dealing any damage, so flipping down should not be needed, and Telepathic Suggestion is a hero action so drawing it in Alter-ego doesn't feel good. But unless the enemy is Stalwart, they should easily be confused as Psylocke is one of the only characters who can confuse a Steady enemy in one action with 5 cards that can double confuse. In multiplayer, confuse will be harder to keep on enemies, but the support you provide your teammates will be invaluable.
In playing this deck there is enough thwart to manage most scenarios/modulars. It might struggle against some particularly side scheme heavy scenarios. It deals a lot of steady damage, but it is many hits rather than big hits which can be a problem against Venom or enemies with Retaliate. (So maybe don't use this deck to battle Red Skull in the Savage Land.) But where it really shines is making you feel in control of the scenario. Your actions dictate what the villain can and cannot do. It's like you yourself get to be the telepath.