Card draw simulator
Derived from |
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None. Self-made deck here. |
Inspiration for |
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None yet |
boomguy · 8430
"Now, I want you to go in The Raft and find my minion."
Player Type: | Johnny |
Player Count: | 1-4p |
Key Cards: | The Raft, Brains Over Brawn |
Complexity: | ★★★★★ |
Damage: | ★★★☆☆ |
Threat Control: | ★★★★☆ |
Survivability: | ★★★★★ |
Economy: | ★★★☆☆ |
Card Drawing: | ★★☆☆☆ |
I have established a tradition for myself of trying to bring an unexpected deck to each Marvel Champions convention. This was designed to be brought to MC/DC 2025, and should be able to manage PvP mode well (though the mode is so new it hasn't been tested in that format).
This deck continues my tradition by building around a card that most people deride as "unplayable". I have argued on the podcast that no card is unplayable every card has a use case, and it's up to us to find it.
In my testing, in true solo and multiplayer, this deck has performed really well by managing threat and dealing damage consistently. I talked a bit about this deck in Episode 79 of the Winning Hand podcast.
"Say Brains Over Brawn one more time!"
The aim is get minions, defeat them, tuck them, and then defeat them again. That’s not new, even for Nick.
What is new is using one of the worst-regarded cards in the game to help us do it: Brains Over Brawn.
To illustrate: using your basic thwart, you can remove 3 threat once you have Heroic Intuition in play (potentially 4 once Specialized Training is cleared), and add a counter to your suit. Then Brains Over Brawn can be boosted with your suit counters to deal 6 (or even 7) damage.
Folks, we’ve done it. Brains Over Brawn is now playable.
The rest of this is pretty standard minion control in Justice. Get minions out with Infiltration. Use Stealth Strike to clear minions when they show up, and thwart a little extra with Interrogation Room. Then tuck it back under the Raft to thwart a bit more.
Note: you have to be careful that you aren't just spinning your wheels and just clearing a problem that you caused; it can be easy to get stuck in a cycle and never advance the game state. Nick does take some skill to pilot effectively, and this deck is not unique in that regard. Ideally, bring a damage friend to play alongside.
Since a lot of minions should be in play throughout the game, Informant comes in very handy and should be recycled with Practiced Plan whenever possible. This will offset some of the thwart when we are in Stealth form.
As far as allies go, Chance Encounter will get Agent Coulson into hand consistently. He can help us dig for the preparations we want to use. Quake helps us deal damage to minions when they do scheme, which can help us clear the board and get more of them into The Raft, clearing more threat. Lay the Trap is here to provide a damage push when the time comes to end the game.
In France, they call that a “Royale with cheese.”
"Which one is it?"
"It's the one that says bad mothertucker."
www.mcdc.fun
7 comments |
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Oct 22, 2025 |
Oct 22, 2025
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Oct 22, 2025I had my doubts when you first told me…and then we played Red Skull…and dang…deck was legit! I’m won over that Nick made Brain over Brawn work! |
Oct 22, 2025
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Oct 22, 2025Love the dedication to make cards good, I gotta put some love on a nick deck |
Oct 22, 2025This deck will be even better when you can throw in the inevitable thwarting "Conditioning" card later this wave. Love the Nick love! |
Oct 22, 2025
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Really good use of brains over brawn and the Pulp Fiction references are top notch. Great work!