Ready For A Flight

Card draw simulator

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Rey Plays Games · 993

Ready For a Flight

This deck is in response to the Winning Hand's Ep 86 challenge to build a deck around Ready for a Fight.

You can find Boomguy's deck and other Ready for a Fight decks here - they are all varied and fantastic!

Angel

...If You Want Something Done..."

This deck doesn't rely on allies and has Angel doing most of the work. Minion heavy scenarios may be an issue, however the concept for the deck is simple:

  • Use Hidden Base when flipping down to gain a tough status (to prepare you for when you flip up with Ready for a Fight);

  • Alternatively, when flipping down, use Recuperation (along with Down Time to heal what you tanked (if you didn't have a tough). Remember, you also heal 1 each time you flip down, so you'll be recovering for 6;

You can alternatively flip up to Archangel - you won't trigger the acceleration icon as the first step of the villain phase would have already passed....but you do get Archangel's 3DEF if you need to use it. Otherwise, as above, just take the hit with the tough....or heal back a heap when you flip down next turn.

Here to Help

As you will be wanting to flip down to alter ego frequently, there are a few supports in the deck that really benefit from this -

Moira MacTaggert will give you a card as you flip up from alter-ego in the next phase;

Worthington Industries will give you a card as you flip down to alter-ego;

Helicarrier is an Action, so can be used in alter-ego to pay for any cards you have handy;

Hidden Base - as described previously...an important card for this deck.

Boosts for the Roost

A couple of cards are included to make paying for cards easier, as well as increasing Angel's base stats to ensure he can attack/thwart/heal with just that bit more in the kit -

Soaring Acrobatics gives you the choice of what base stat Angel can amp up...you needn't use it for DEF (only as an absolute last resort) but to deal that extra damage or thwart can be handy;

Down Time increases your REC and as mentioned above, can make Recuperation well worth it;

Team-Building Exercise to trigger off either the X-Force or Aerial trait...of which this deck is littered;

Helicarrier as above can help with costs

Warren Only Knows One Way

There are many ways here for Angel to ready up too, which is very important as it could mean a second base activation, or if you don't have a Recuperation in your hand, you can either base attack or thwart, then ready up to recover on the way down.

Ever Vigilant is super handy for any Aerial Hero. Removes thwart and readies your hero back up;

Psylocke can ready up Archangel for him to attack again;

Techno-Organic Wings can ready up Angel to thwart again if need be;

Soaring Hearts can ready up both Angel and Psylocke as well as fetch an identity-specific event card

Leave It To Me

Allies here aren't that top priority, but it would be good if you could keep Psylocke on the board to trigger Soaring Hearts. She heals every time you are in Angel form...but don't get too caught up on trying to play Soaring Hearts;

Cannonball can technically stay on the board once played, as he shouldn't take any damage...use him to chump block only if absolutely necessary....but base stats of 2/2 is very handy;

Blade can reap the rewards of a predominantly heavy resource deck;

Starhawk is nice and cheap and can be recurred;

Warpath also has great stats and a tough to help out with defence if needed. Also consider triggering your hero's response by playing an Aerial card after Warpath defends...its once per phase!

2 comments

Jan 08, 2026 boomguy · 11156

I love this writeup! And I’ve that you found space for cards that don’t get a lot of love like Recuperation!

Jan 08, 2026 Rey Plays Games · 993

Thanks @boomguy! Was fun to try and build with Ready for a Fight on someone different!