Rocket Does "A Bit of Both"

Card draw simulator

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Enemy Bird · 19

Marvel Champions is a game about playing a superhero stopping a villain's scheme. In this deck, you'll be playing so many side schemes, you might be feeling a little villainous yourself.

In true Guardians fashion, this deck has you do a "a bit of both." Here's how:

  1. Don't let your schemes be dreams: With 5x player side schemes, 3x copies of One Way or Another, and Manifold you should always have a side scheme in play.

  2. Out-scheme the villain: Heroic Intuition, Overwatch, I've Got a Plan, Thruster Boots, and C.I.T.T. provide consistent options for thwarting multiple schemes a turn and clearing a side scheme with a single action.

  3. Find capable collaborators: 7x allies and 3x Chance Encounter gives you many opportunities to not only get allies into play, but select the most helpful one for your board state. Manifold can bring out your next player side scheme, Vivian can neutralize a nasty villain side scheme, and Gamora can draw your powerful events.

  4. Profit from your schemes: Skilled Investigator, Chance Encounter, and player side scheme rewards allow you to ramp up very quickly by just thwarting. You can afford to spend valuable supports and upgrade cards as resources if you have a side-scheme teed up which will quickly put them into play.

  5. Defeat the villain: Top off a bit of bad by doing with a bit of good. Use your crazy high thwart to reduce schemes' threat to 0, then attack the villain with Waylay and Rocket's arsenal of weapons.

  6. Keep your schemes flexible and time them well: Generation X and Lay the Trap are good candidates for late game side schemes. Generation X can tutor a Reload giving you a big turn against the villain. You can use Specialized Training to either put Surveillance Specialist or Front Line Specialist into play. The former is useful for quickly ramping up thwart. However, if you already have Thruster Boots and Heroic Intuition in play, you might prefer the latter's ability to let you stay in the fight longer and draw a card by simply face-tanking.

  7. Keep a tight inner circle: This deck works best solo or in 2-players. With 3 or 4-players, it becomes more difficult to bring out a side scheme and clear it in a single turn, greatly reducing this deck's tempo. Infiltration can help you reach some thwarting thresholds in 2-player while providing Rocket some minion-shaped ammo to trigger his "murdered you!" ability.

Thanks for reading and I hope you enjoy this villainous deck!

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