If, like me, John Walker, you still discern your way in the lower echelons of the earth, Marvel StickyThere is a good chance that there are cards that you cling to because they work so well for you. But now you’re starting to lose more often by wondering what went wrong. Answer: Kill your loved ones.
With the help of my colleague Zack Zwiezen, who has been playing the game for a while, we’ve come up with a list of cards you might want to cut from your decks.
Now let’s be clear: Neither of us is saying that these cards are completely useless or that it’s always a bad idea to have them in your deck. It’s just the ones who feel so good early on that you may not have been able to admit their weakness and are keeping you from trying more interesting combinations. Be brave, be brave and let these babies go.
And if you try too many times and end up with a bad deck, remember that you can always add them later! Anyway, let’s start cutting some cards!
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Aspect Kotaku has been broken beforeQuicksilver was developer Second Dinner’s perfect solution to completely remove the mulligan concept from deck building card games. Guaranteeing a 1 cost card in your hand at the start of each game ensures that you can always play on the first turn and add 2 powers to the board immediately. This felt vital at first. Other than that, the more you play, the more you realize that being able to play in the first round isn’t really that important.
Chances are you won’t leave anything game-changing in the first round. And indeed, by not playing in the first round, you are dodging other single-cost cards like Elektra. You can even obnoxiously cancel playing at the cost of 1 you might have in Round 1 to be able to play the two more tactically in Round 2. Again, like Elektra!
And as we’ll go below, decks that pick as many 1-cost cards as possible will gradually weaken as you climb the ranks, which Quicksilver’s lack of other abilities quickly makes it more of a burden than a load. blessing.
When you first come across Uatu, it feels like a secret hack, a card that offers a special insight that no one who hasn’t found it yet can access. The ability to show you features of undisclosed places sounds like something that allows you to plan ahead and make psychic moves your opponent couldn’t predict. And it does, to some extent, on some level, somehow.
Other than that, that won’t happen often enough to justify Uatu taking a valuable slot in your 12-card deck. The problem lies in the number of conditions that must be true for it to prove to be really helpful. Obviously, you need the chance to draw it early enough to work. Uatu’s ability is pretty useless unless you get him in the first or second round. Second, you need to be playing a game in positions where the prior knowledge actually comes in handy.
In many places there are properties for which foreknowledge is of little value. Learning that when it spawns, a random card will be added to your hand, a random card will be taken, or 12 power cards will be added to each side… It’s rare that this is vital information for you. Yes, there are definitely cases where it’s great, knowing that each card will get 5+ power when played there means you can load up and dominate where your opponent might not know. But does this happen often enough for the Uatu to remain a vital card? Really good.
That’s difficult. But listen up: There are better and more interesting ways to a great finish. Hulk has been there from the start to give you the satisfaction of playing a ridiculous 12 card in those 1st Pool boots. But he’s baby food and you’re ready for solid foods.
Of course, nothing else in your deck offers this much power. This is simple logic. But the point is Hulk’s simplicity. Using all your energy from Turn 6 on a single card that does nothing more than add loads of power means you miss out on some much more fun big endings. Never mind that Shang-Chi at Collection Level 222 can destroy him with the “Destroy all enemy cards with 9 or more Power in this position” feature.
However, there are plenty of cards that do more interesting things in the final round, especially if you have a themed deck.. The trick is whether your Hulk serves a specific purpose or just because the number is big it’s there. But consider cards like Adding 8 powers, Odin also refers to all the On Reveal abilities of the other cards in the position. This means you can see White Tiger lay another 7 card elsewhere, increasing his total contribution to 15 and also re-trigger Gamora’s additional +5 power if the opponent plays a card there. This brings Gamora to a total of 17, not even accounting for a possible third card in the position, just playing Odin increased our strength by 20. HeHulk.
You can get excited when you first get this card. America is the 6 cost/9 power card that always shows up at Turn six; this is usually the last turn of most cards. Marvel Sticky games. And yes, it’s good to know that at the end of the match a strong 9 card will definitely appear. But that also means it doesn’t get tangled in your hand, which means it can’t be buffed early or thrown into the field at random. This may or may not be an issue depending on the deck you are running; if the entire deck is built its coming around eventually, it’s something. But consider the options carefully.
Duration Adding 9-power to the end of a match can be useful, as you rank up you’ll quickly encounter games where 9-power isn’t enough to reclaim a territory or lock something. Sometimes you might even want to trick your opponent into thinking you’re playing a big card to play a more modest game in a region where you can win with a smaller number without incurring Shang’s wrath. And unlike the very powerful Hulk, America is only one kind of strong. It may work in a particular deck built around polishing, but there are better 6 or even 5 cost cards that can be replaced instead.
Let’s throw that in here as we talk about America Chavez and Quicksilver. Like these cards, Domino’s has a unique ability, which means it’s guaranteed to fall into your hand on the second turn. And as a 2 cost/3 power, it looks useful as a follower of Quicksilver in the first round. And early on, you can definitely win with Dominoes. But in the end, you’ll have to get past these cards.
It’s tough, I know, but giving up on them means you’re giving up the consistency of always knowing what’s going to happen in rounds one, two, and six, while at the same time you’re leaving the three slots in your small 12-card deck to characters with no other characters. aim. They don’t strengthen, strengthen, move, kill, destroy, or do anything useful like that. Again, these cards can be useful in some decks. But there are much better cards you can use instead of Domino, Quicksilver and America. Say goodbye to consistency and hello to chaos. This Marvel Sticky path.
Mantis, like any other guardians of the galaxy-related characters have a reveal ability that is revealed when your opponent plays a card in that position in the same turn. However, unlike Gamora, Star-Lord, or Rocket, Mantis does not receive a power boost, but instead draws a card from the opposing player’s deck. This is the fun and chaotic that we support! blow up It’s more fun when things are hard to predict and wild. However, unless you’re running a deck based on collecting as many cards as possible, it gets far less useful in most situations pretty quickly. For example, a Devil Dinosaur deck can initially use Mantis. But otherwise, if it’s not a deliberate choice, it might not be useful to you.
There are high numbers of people playing Mantis, picking up a card, and then never using that card because it’s out of sync with their deck’s synergy. And this is if your opponent plays a spinning card and You guessed the place correctly. If you don’t, then Mantis is a crappy paperweight at 1 cost/2 power begging to be killed by Elektra or worse, capturing valuable real estate leaving no way for you to remove it. Sit down, yes, let Mantis go. And if “Well, it’s part of my Zoo Deck!” if you shout. Now, here’s another bad news…
“Zoo Deck” was definitely one of the most popular meta decks. blow upIn the early days, but in the face of the more widespread addition of Killmonger to players’ decks, it’s now proving to be a liability.
Zoo Deck is a community name for decks that combine multiple low-cost cards, especially 1-cost cards that often have images of animals on them. (Not often enough to justify the name, but that’s the name they get anyway.) Lawyers are celebrating they allow you to play multiple cards in later rounds, surprising players who rely on heavy 5 and 6 cost cards like some kind of cheeky goofball between the legs of the angry giant. Other than that, because of Killmonger, they’re pretty much useless.
Killmonger looks like an incredible OP card, although it can only be picked up by players who have reached Collection Level 462. At only 3 costs, 3 powers, it is a playable card from turn 3 and devastatingly removes each 1-cost card from the board. Yours and theirs. And 2. The people in the pool he says he sees it shows a lot. The effects are brutal. Oh, and Zoo Decks can also be badly beaten by a Scorpion, which drops the attack power of all cards in your hand by one, which can easily cost a close match when most of the one-cost cards are low in power. So yes, Zoo Decks are fun… but then it’s not worth it.
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