Self-Repair Mode

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet

grandspleen · 5

This deck intends to avoid defending as much as possible, and to use healing cards to heal off damage, not your basic recovery action.

When your health gets low, flip down and use Crew Quarters and Dr. Sinclair to heal. I never needed to use his basic recovery. I am also good to flip down in Intangible form for the extra hand size (and card draw upon returning to Dense form on the next turn), the +2 recovery that you get if you are in Dense form while in Alter-Ego does combo with Dr. Sinclair, but I never needed it. Vision thwarts well, so you can clear off your main scheme and then flip, or use a Confuse via Phase Disruption, or use Ready for a Fight and avoid the scheme entirely.

This works well for Vision because his Intangible form lets you reduce the amount of incoming damage, allowing you to stay in hero form for a longer time without needing to heal, even though you aren't defending. Taunt is in here for use while in Intangible. You will heal off the damage anyway, so it fits well here. Hidden Base is here simply because I wanted to try it out. It is not very important to the deck. You'll flip a lot, so you will get use out of it, but sometimes there's an awkward situation in which you will go into the villain phase in Intangible form, and the Tough from Hidden Base will end up blocking only 1 damage as a result.

The allies in the deck aim to help you attack, although like Vision himself, most of them are adaptable to your current need. Iron Fist can swing for an effective 3 and then stun, Machine Man is a good resource sink especially later in the game, Snowguard is flexible but generally will attack, and Machine Man is a good, flexible resource sink. Martyr is the weakest of the bunch but she has staying power in minion-heavy scenarios. This deck does not care much about recurring Vivian and I haven't even bothered playing 616 Hickory Branch Lane. But of course Vivian is great, and you'll be getting the full value from her action as she will not need to block for you. Since many of these allies are expensive, the deck also includes Render Medical Aid, which keeps them on the table longer.

Just for fun, I've got a couple of Aerial cards in here: Ever Vigilant and Soaring Acrobatics. Vision uses his basic action each turn and only rarely needs to defend, so the flexible stat boost is nice. You need to be Aerial though, so you need Solar Gem. This is a very good card anyway, so getting it into play is generally a priority anyway. Superpower Training helps with that.

I am a true solo, standard player. I tested the deck against an easy scenario first, which was Absorbing Man, but then I went up against a couple of Civil War scenarios, taking out Spider-Woman and then Captain Marvel. I wondered if the deck could stand up to the extra attack power from Spider-Woman and the extra swings from Captain Marvel, and it certainly could.

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