Supergirl

More than just Superman’s cousin, the Girl of Steel is the star of her own show and an icon in her own right. I wanted to create a powerful Kryptonian who didn’t feel like a copy of Supergirl, though one of her cards makes the Last Children of Krypton an incredibly powerful and fun duo. Most of Kara’s deck is based on Geektopia’s excellent Ahsoka Tano deck, which I felt suited Kara well. The rest of her cards were sort of based on Mace Windu but are more just to give her some extra power

Supergirl PDF

Supergirl: 18 Hit Points, Melee, Blue Deck

3x HEADSTRONG: A8 Subtract 2 from the attack value for each HEADSTRONG in your discard pile.

3x SPEEDING BULLET: A5 You may play this card face up to move Supergirl up to 5 spaces before attacking. Draw a card.

2x LAST DAUGHTER: D5 Shuffle your discard pile into your draw pile.

3x SOLAR ABSORPTION: Draw 2 cards.

2x SOLAR FLARE: A2/D2 Add 1 to the attack and defend values of this card for each card in your hand after this card is played.

2x A JOB FOR SUPERGIRL: You may discard this card to draw 2 cards. If Superman is an allied player, you may instead choose 2 Power Combat or Special Cards from his discard pile and put them into your hand. Supergirl may play these cards as if they were her own.

Supergirl 1

Theme: A faster, weaker, more defensive, less experienced Kryptonian sluggo.

Strengths: Lots of card drawing power, good damage, great teammate for Superman.

Weaknesses: Mediocre defense, can struggle against resource denial decks.

Complexity – Simple: With the exception of 1 mildly wordy card that’s easy enough to grasp, Supergirl’s deck is direct, easy to use and fun to play without being broken. She’s a great character to introduce players with.

Path to Victory: HEADSTRONG early, SOLAR FLARE  or LAST DAUGHTER + HEADSTRONG late.

Playing as Supergirl: Supergirl has two basic strategies that have some advantages and disadvantages. HEADSTRONG is strong early but useless later unless you can play LAST DAUGHTER, which is Kara’s best defense card. SOLAR FLARE is very strong but takes a while to set up. If teaming with Superman, A JOB FOR SUPERGIRL is a great way to reuse elusive Superman tricks like COLD BREATH and X-RAY VISION, and even more useful for removing KRYPTONITE from Superman’s discard pile.

Playing Against Supergirl: Beware that SPEEDING BULLET can get you from several spaces away. Supergirl has some heavy hitting cards but she can struggle to get the most out of them, and more importantly, she doesn’t have any amazing defense unless she’s using MAN OF STEEL from Superman’s deck. Playing against both Kryptonians is a tall order but satisfying to pull off.

Supergirl 2

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