Pretty fun deck I play with tons of calculations while having lots of the unexpected which drives you to adapt. Smart snapping and retreating is also a core element when playing with GotG character since sometimes, luck is not on our side. Currently perform pretty well at 90+ too.
Card breakdown:
- GotG cards: Rocket, Star-Lord and Gamora have one thing in common, they always lead in location at which they're played versus cards of their similar cost. This makes their contesting location very strong, giving early lead for Storm to come in and snatch a location, or even at turn 6 play to win. I don't play Groot since 3 for 6 is kinda average, many cards can achieve that (Captain, Wolfbane, even Angela). One thing I'd like to point out when your starting hand has Rocket and Star-Lord is to not play them early, play them with calculation, say, follow up on Storm, or after locations are revealed, or predict their play based on their board, since they outvalue their costs so playing on curve is sometimes not advised.
2-cost section:
- Scorpion is a nice card to slightly counter Kazoo, and an okay follow up for Storm since he weakens their card when contesting at Flooding location.
- Lizard: super strong card, force opponent to swarm their card to reduce its cost, strongest turn 2 play I have to say.
Other notable mentions:
- Angela: Maximum power of 6 makes her the most value 2-drop available, I personally dislike her since drawing her early plays such a huge part)
- Medusa: Solid card to play on turn 2, pave a good way to get Storm out, sometimes I feel bad when the middle location is bad.
- Sentinel: Strong card that can fix your curve
3-cost section:
- Storm: our star in the deck, pairing up with specific cards almost secure a win in that location. Try to play Storm into an uncontesting location, dodge strong turn 2 card on opponent's side like Angela or Lizard. And be careful with pumping cards like Sunspot or moving card such as Vision and Nightcrawler. Squirrel Girl is also a notable card to watch out for. Follow-up Storm with over-value card like JJ or GotG card will likely secure you a win at that location, after that, we get 2 turn to win another location
- Swordsmaster and Captain America: Decent 3-drop for maximum 6 power. Don't be afraid to strike Swordsmaster early, you most of the time won't use all the cards in hand. They make a nice turn 6 play to pump up to 12 power similar to The Hulk.
- Killmonger: Very good card to kill Kazoo and Sunspot, sometimes clear Squirrel for your Warpath to go online
4 and 5-cost section:
- Enchantress: Pair well with Lizard that also counter Dino that bypasses ARMOR. I prefer her to Shang-Chi.
- JJ and Warpath: Best value 4-cost available. Warpath can be play on turn 6 makes him very good for putting power on plan
- Gamora completes our theme of the Guardian: Very strong turn 5 or even 6 play. Try to get her to 12 power.
Other notable mentions:
- Hobgoblin: putting power on an empty location can help Warpath a lot while we're deciding which location to contest on turn 6.
- Spider-Woman: Likely to be the only "above 9 but dodge Shang-Chi" card
Turn 6 play: We don't need 6-drop since we have quite powerful turn 6 play, lower cost cards also provide more flexible gameplan and a more spread out turn 6.
- Gamora + Rocket = 9 power or 16 power
- Swordmaster + Captain America = 11-12 power
- Lizard/Star-Lord + Enchantress/Warpath = 9-14 power
So we do not need 6-drop