Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
Letter13 · 1
Here is a detailed breakdown of the deck's core strategies, turn-by-turn plays, and a piloting guide to maximize its potential.
Core Deck Strategies
1. The "Voltron" Setup This deck uses allies as heavily upgraded powerhouses (a strategy known as "Voltron"). By attaching upgrades like Inspired to Deathlok, he becomes a 3 THW / 3 ATK ally right out of the gate. When equipped with Danger Room Training, X-Men allies like Havok and Gentle gain a permanent +1 ATK, turning them into massive damage dealers.
2. Bypassing Technovirus Purge Cable’s signature side scheme, Technovirus Purge, grants him the Psionic trait and a +1 boost to all stats once defeated, but it strictly dictates that characters other than Cable cannot remove threat from it. To bypass this restriction, the deck employs two brilliant loopholes:
- The Teamwork Trick: With Uncanny X-Force in play, X-Force allies like Deathlok get +1 THW. You can use the event Teamwork to exhaust your 4-THW Deathlok and add his thwart value directly to Cable's basic activation, allowing Cable to legally clear the 5-threat scheme in one single, consequence-free blow.
- The E.V.A. Loophole: If you play Fantomex, his ship E.V.A. enters play. Because E.V.A. is classified as a Support card rather than a character, she is legally allowed to thwart Technovirus Purge without triggering the restriction.
3. The Unlimited Economy Your economy relies heavily on Graymalkin, a support card that generates a resource and readies every single time a side scheme is defeated by anyone. Because you are running a high density of player side schemes, you can often exhaust Graymalkin to pay for a card, clear a side scheme, ready Graymalkin, and immediately spend its resource again.
Turn-by-Turn Plays
Turn 1: The Opening Act Cable's Soldier X ability allows you to put a player side scheme into play before drawing your hand. Your choice dictates your opening turn:
- Option A (The Voltron Start): If you don't have an ally or an upgrade in hand, choose Call for Backup. Use your starting hand to clear it, which lets you search your deck for Deathlok. When Deathlok enters play, he automatically searches your deck for Inspired and attaches it to himself, giving you a 3-THW powerhouse immediately.
- Option B (The Economy Start): If you already have allies in hand, choose Build Support. Clearing this scheme allows you to fetch Graymalkin directly from your deck, immediately kickstarting your resource generation engine.
Mid-Game: Board Control & Deck Thinning During the mid-game, your goal is to continually play and defeat side schemes to thin your 45-card deck down to its most powerful events.
- Use Uncanny X-Force to buff your X-Force allies and prevent them from taking consequential damage when thwarting side schemes.
- Prioritize getting Mission Leader on the board. Whenever a side scheme is defeated, this upgrade allows everyone at the table to draw a card, supercharging your momentum.
- Use Make the Call to repeatedly bring high-value allies like Nick Fury (for card draw) or Professor X (for confusing the villain) back from your discard pile.
Late Game: The "Uncle Alex" OTK Finisher Once your deck is thinned and you have multiple side schemes in the victory display, it is time to unleash the One-Turn-Kill (OTK).
- Get Havok into play and attach Danger Room Training to him.
- Play Mission Planning, an event that prevents your allies from taking consequential damage when they attack.
- Play Precognition to look at the top cards of the encounter deck and align a 3-boost or 4-boost card on top.
- Havok’s attack will now equal his base stat + the 3 or 4-boost card + the buff from Danger Room Training, allowing him to swing for a massive 8 damage.
- Because Mission Planning protects him from taking consequential damage, you can play multiple copies of Psychic Kicker to ready Havok and attack three or four times in a single phase, easily dealing 25+ damage to obliterate the villain.
- Alternative: Gentle can also execute this combo. With Danger Room Training, Gentle has 4 ATK. Mission Planning prevents his self-damage penalty, allowing him to swing consequence-free for massive damage when paired with Psychic Kicker.
Piloting Guide / Tips & Tricks
- Handling Minions: Cable can sometimes struggle with minion swarms. If you draw Sunspot, play him from your hand using Energy resources (which you can easily generate with Graymalkin). Sunspot deals guaranteed damage to the villain and minions engaged with you, bypassing annoying keywords like Guard and Retaliate.
- Stunning the Villain: Mirage is an incredible Psionic ally. When she enters play, she automatically stuns an enemy whose scheme is lower than her thwart value. Because most villains only have 1 or 2 printed scheme, she is a guaranteed stun that buys you a crucial turn of safety.
- Emergency Defense: If you start with a terrible hand or are facing a brutal, high-damage villain (like Juggernaut or Venom Goblin), use your turn-one setup ability to fetch Establish Perimeter. It only takes 2 threat removal to clear, and doing so grants every identity a Tough status card, ensuring you survive the first villain phase.
- Safe Alter-Ego Flips: Cable has a massive Recovery of 4 and an incredible Alter-Ego support in Professor, which lets you search for player side schemes or draw cards. To safely flip to Alter-Ego, use Professor X to confuse the villain, or play Precognition to peek at the encounter deck and ensure the villain's scheming boost card is low. You can also use Bodyslide to flip your entire team to Alter-Ego in multiplayer, allowing everyone to heal before flipping back to Hero form.