Introduction
A fun little deck for when you want to switch things up a little while still remaining fairly competitive - keyword fairly as the archetype gets messed up very easily by the locations and Agatha's judgement which are just some of its weaknesses not considering the opponent's meddling. Just remember to retreat as necessary, plan your turns ahead and manage your snaps well.
Game plan
Agatha immediately thins your deck and America Chavez increases the chance of drawing the remaining 10 cards in the deck. She also prioritizes playing herself, so either cheat her out with Wave or discard her with Lady Sif. The strategy of the deck is very straightforward:
- Pass the first two turns.
- Let Agatha play Wave or Lady Sif somewhere (I love it when Elysium or Tinkerer's Workshop pops out as the third location and she starts playing 4-drops without rhyme or reason).
If this step is not happening, I recommend an early retreat.
If she plays Lady Sif into a non-detrimental location and you're holding Ghost Rider, consider snapping on turn 3 based on matchup.
If she's playing Wave and subsequently herself into a non-detrimental location, consider snapping on turn 4. - You're always drawing America Chavez on turn 6 so plan the rest of the game on turn 5. Depending on your hand, either:
Set up Sera for Shang-Chi + Enchantress/Drax/Ghost Rider (if drawn a turn late and Agatha was discarded) if you need to mess with the opponent's board. Sometimes you'll end up playing a 5-drop and a 2-drop for stats instead.
Play Taskmaster to copy Agatha's stats (only if she's been played after Wave, if you've played Ghost Rider, he'll only copy his stats!) followed by Aero to pull stats away from the locations you're winning on the final turn.
Or go for Red Skull, followed by Taskmaster or Aero. - Hopefully win. Those were just a few scenarios of how to proceed, always be mindful of what the opponent's doing or what they can do to you based on the archetype they're running.
Card suggestions
The deck is a bit demanding on your Pool 3 collection, but realistically the only ones needed are Wave (relying on just Lady Sif for turn 3 is insufficient), Ghost Rider (you could be running something else, but without him we're just leaving money on the table with that juicy discarded 14 power) and of course Agatha Harkness herself.
Decklist
The deck is built heavily leaning towards the 4-5 energy curve to maximize the chance of hitting Agatha with Lady Sif and to not draw any random small card on turn 3 except the aforementioned lady and Wave which would be played instead.
- Wave will allow Agatha to play herself on turn 4, returning you agency over the game on turn 5.
- Lady Sif will do so a turn earlier.
- Ghost Rider, only relevant if Agatha was discarded, otherwise never play him.
- Drax can be played on curve if Agatha's been discarded or turn 6 into a priority location. You'll usually be only playing him if Sera's been played a turn before or on Dream Dimension.
- Shang-Chi and Enchantress, staple tech cards to ensure victory on the final turn.
- Taskmaster, here to provide an on curve play by either copying Agatha's or Red Skull's stats.
- Sera enables a more flexible play on the final turn, play as necessary.
- Aero, almost exclusively played on turn 6 to ensure victory on the other locations. The only exception that comes to mind is when you're messing up a Daredevil + Professor X.
- Red Skull, another chunky card which also actually benefits from Enchantress being played on his location. Good target to be dropped into The Vault or a late Flooding location.
- America Chavez, her sole purpose is to make you draw Wave or Lady Sif sooner. If she's being played then you're in dire straits and it's usually better to retreat.
- Agatha Harkness, the deck pilot herself.
Snapping
When to generally snap or retreat with this deck has already been described above.
The Snap is an interesting mechanic which makes your matches similar to games of Poker. Meaning, knowing when to fold (retreat) or double down by snapping will heavily impact the amount of cubes you'll be gaining. It also means that while I'm in love with the game, I wouldn't recommend playing this game if you're struggling with gambling addiction.
I'd like to go over are some general rules which may help out players maximize cube gains and minimize losses, as I see a lot of them using this mechanic... questionably.
- Never snap before all the locations are revealed is probably the first one I adhere to. Therefore, turn 3 should be the first moment when you ought to consider snapping as you never know whether that final location will turn out to be. Ego or Worldship and the whole game plan just flies out of the window. Not to mention, the opponent also has agency and will use it by playing Storm, Scarlet Witch, Aero, Magneto, etc. That also brings me to the second rule.
- I don't recommend snapping until you've figured out what archetype the opponent's playing. This can delay your decision to do so by another turn or two. You can have the best hand in the game, but a disruptive deck doesn't care about that. This leads us to the next point.
- Watch the game, take note of what and where the opponent's setting up their plays. To be honest, this is probably the most complicated one as it requires a broader knowledge of the archetypes and it will take some time to gain enough experience. If you've considered all the options and are feeling comfortable, go ahead and snap before locking in your play on turn 5 at latest - the reason to do so is related to the next rule. The same goes for when you're feeling behind and the opponent snaps on turn 5, there's always the option to retreat. Also if you've accepted a snap earlier or have snapped yourself, it is not wrong to retreat if you see an unfavorable outcome. No need to feel obligated to commit just because there's more than 1 cube on the line as losing 1 or 2 cubes doesn't matter in the long run as they can be replaced easily by winning just a single match.
- Never snap on the final turn. This is probably the most common thing I see when playing, the math is mostly on the table on the final turn. Be it a close game or they're ahead, the opponent snaps. Best case scenario; it may occasionally cheat out 4 cubes from a less experienced player. What it usually ends up achieving is a retreat in a close game where the other party would stay in for those 2 cubes (because now they know that they've managed to draw their big finisher and people are very rarely bluffing on the final turn), making a loss of 1 cube. Worst case scenario; the finisher's been anticipated and countered and make a loss of 4 or more cubes.
- I'll dub this one 'Avoid bad snaps', it's about snapping before making a play of small significance. One of my favorite examples is snapping when playing Armor on Nova or The Hood. Remember that the opponent has 11 more cards in their deck and was just informed about the 'big counter'.
I'll probably be adding this segment when revising my older decks after New Year's balance changes as well.
Final thoughts
We've discussed the gameplay, now let's make a quick note of some counters:
- Shang-Chi is probably the worst offender as we're aiming to win with a few high power cards.
- Wave on turn 5 if we're relying on Sera's ability to let us play more than 1 card.
- A turn 6 Cosmo, though unlikely, an experienced player will utilize it on initiative against Shang-Chi, Enchantress, Taskmaster or Aero.
- Aero or Magneto can pull the rug under from under you if played well.
- Always expect Leader if you're not ahead on two locations by 5 power or more (slightly countered by Taskmaster as ours will gain 14-15 stats, theirs a lot less).
Happy New Year and have fun!