By: Robert Geller
There has been a lot of talk aiming towards the mono-team deck push with all of the spoilers we’ve seen. Sure there are some characters and cards that could very easily fit into non-mono builds, but let’s focus on the future.
In the past, we’ve seen decks with as many as 7 teams (I’m looking at you, OG Thanos). There was no real glue. No real use of plot twists unless it was from your MC’s faction or a generic. I get that. My first competitive deck was Avengers/Guardians/Villains and the only Avenger was my Hulk. There will still be plenty of decks that are non-mono and that’s great. But let’s explore some possible deck builds for the future.
Now though, we have our new *Hawkeye*! A 3/1 ranged attacker who can’t be hit back while ranged attacking! Sure, she’s probably going to die on your opponents turn. But, she gets you over that turn 1 hump really well! Providing our beloved MC with a desperately needed turn 1 team attack and possible point of XP.
Let’s look a little deeper at her mono Deck List.
Plot twists: 17
No. Not everyone has ranged. However, they have synergy. There is a lot of support for team attacking especially in a deck where there is a healthy mix of ranged and melee. I made sure to include She-Hulk on this one so that you can have Leader as the game runs on. This tag teams amazingly well with Ready for Anything. Allowing you to make a nice safe ranged attack with your smaller attackers, then a big melee attack via She-Hulk and literally anyone else, then you reset?
While this deck may not end up with Captain Marvel being a huge solo threat, it should allow her to level up quickly and effectively while maintaining a good board presence through the mid and early late game. In testing, it feels like I can keep about 4 or 5 +1/+1’s on her. It’s enough to justify the deck considering most other characters end up with about 2-3. This of course turns Meggan into a late game monster. She can usually hit the field and jump to about +10 to +15 easily.
You might also note, I didn’t put more than 1 Spider-Gwen into my deck. I never wanted to draw her. I want to search for her to play her. You could play more than 1 just to have some late game “extra draw” if you can’t fill your recruit power, but honestly, I didn’t see that happen once. You could also play a 2nd one and still use the Dimensional Watch to trick your opponents into thinking you don’t have a power up. It’s up to you!
You know, one of the craziest things about this deck is how easily it converted into a She-Hulk deck. Check this out- we’re going to swap just a few cards and this deck is going to run just as hard, if not harder, as it has in the past. (Okay, a lot harder!)
Plot twists: 17
I tried to incorporate more of the newer cards, but I still feel that some are interchangeable. For example, you could just as easily run Spider-Woman over Squirrel Girl. I chose the fuzzy female because of her token spawning. Those tokens that can team attack making She-Hulk gain XP even faster. It would be ideal to keep them on the field, but hey, Objection is worth having!
This deck feels really strong. I can often level up by turn 3, especially when joined by the squirrel entourage of Monkey Joe and Tippy Toe. Even better is when they get a boost from Heroines of Arcadia and they take down an unsuspecting victim! The feel of this decks huge team attacks and individual prowess is amazing. While you can’t double dip and get 2 +1/+1 counters from A-Force Assemble! (next team attack) and Ready for Anything, you do get more usage out of your characters before your opponent can react. This setup allows you blast through to level 2 so fast it’s not even funny. With potentially 12 uses of Objection from turn 3 onward, you should be controlling the board early and easily.
Needless to say that the A-Force is back swinging harder than ever. Try rebuilding these decks into a Singularity deck and I think you’ll be pleasantly surprised!
Comments? Questions? Concerns?
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