Kick+

Card draw simulator

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Derived from
None. Self-made deck here.
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SortofBoard · 344

Deck Pitch: Stun and Confuse the villain with various tools while chopping up your foes.

My first real exposure to Magik was in the Midnight Suns game and between being voiced by the amazing Laura Bailey and having some awesome battlefield control abilities, she instantly became one of my favorite characters in that game. With some inspiration from The Winning Hand podcast's most recent episode on Drop Kick, I've decided to build a deck that kinda emulates what it is like to play with her in that game. We're leaning into her ability to hand out status effects and putting the enemy in disadvantageous positions.

Overall our gameplan for the deck is pretty straight forward, so this writeup doesn't have to be too fancy. We are leaning into status effects to gain the edge over our opponents and bring them low by playing attack events for cheap.

Along with Magik's usual method of playing cards a little cheaper by playing them from the top of her deck, we have a handful of other tools. The Helicarrier is our other cost reducer which will make sure we can pay for Drop Kick a little easier if we don't happen to have the right cards in hand. Then we have X-Gene, Martial Prowess, and The X-Jet as our resource generators. We are running enough fist resources so with even one of our resource generators on the field we should have the ability to pay for Drop Kick with only fists after a bit of cost reduction. X-Gene will make sure you always have something to help pay for your identity specific events or you can leave it in your deck to serve as another wild resource for fixing the top card of your deck.

Belasco is a pretty easy nemesis to defeat and he's even easier when he doesn't come out with his side scheme, so Face the Past is an easy inclusion in our deck. Spiritual Meditation can help fix your hand if you don't draw what you need. Clobber feels pretty good in this deck since we can us the fist resource to trigger Jarnbjorn for two more damage. On a good turn it's very possible to play Clobber for three damage, bounce it back to your hand, play Firepower for six damage by exhausting Soulsword and Jarnbjorn, then still have four cards in hand and a basic activation to do whatever you need. On the topic of Jarnbjorn, we're using as both a way to dump our hand for a little bit of value or as a method to whittle down the table. I went back and forth a lot on whether I wanted to build more of an "All Fists" deck with this one, but I ended up valuing versatility over focus. Basic Spell will help supplement our threat removal or serve as a source of healing in a pinch.

For allies, we're running the usual pair that cares about our strength resources, Blade and Hulk. Both of these are easy to get our cheaply and will sit around taking up space until we have the right resource to activate them safely or until we need them to eat a hit for us. Psylocke and Professor X are confusing the villain for us to help prevent threat from stacking up. Legion is always a good inclusion with Magik since she can stack the deck with what you need at the moment.

Just keep kicking your enemies through portals to stun them and set them up for knock out blows.

--- Munkey

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