Marvel trading card game decklist
Last week, I traveled to Santiago for the Grand Prix. What I thought would be a week spent discovering the beauty of the city of Santiago turned instead into discovering the beauty of Temur Marvel. I quickly found out that the city was medium and the deck was fantastic. There has been some talk on social media about another ban. On the other hand, there are some other viable options. And while I think the deck is too strong, the games are fun to play.
It was the same with Felidar Guardian and Saheeli. Some of the games are dumb turn-4 Ulamog , but there are also many games that are complicated and interesting. I spent my week in Santiago glued to Magic Online, trying to figure out what version of the deck I wanted to play. The core of the deck that should never be touched is 4 Attune , 4 Harnessed Lightning , 4 Rogue Refiner , and 4 Marvel.
After that, it gets complicated. There are basically two ways to go about it. As you can see, I decided to play these, so I had to make some concessions. The first was Shrine of the Forsaken Gods , which is a shame because I think that card is quite good. I was happy with the cycle land as it never punished me, and I often wanted to cycle it.
Just play 4 and thank me later. I side out some copies in basically every matchup, but in game 1 you want to spin Marvel and spin it hard. Pre-board there are so few answers to Marvel that you just want to maximize your chance of getting a free win. They just outclass it too quickly. I would recommend 3 moving forward. The rest of the main deck is self-explanatory.
I think this is bit better than Radiant Flames , because you can cast it with Marvel and it also has cycling. I went with Chandra as I like to have the option to kill opposing Trackers in the mirror. Sideboarding with this deck is quite complicated and it truly changes from opponent to opponent. This may be not be reproduced under any circumstances except for personal, private use.
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Table of Contents I. Introduction II. Version History III. Starting out and how to make decks IV. Real Decks and where to find the cards V. Acknowledgments I. In this guide, I will help noobs out with deck construction before more powerful packs are unlocked and then I will cover decks that are good, but require a pretty decent collection to build.
History Ver. Included instant library code. Added remainder of promised decklists. Any further updates will be to post any decklists that are e-mailed to me. I no longer provide card locations as the code makes this moot. Starting Out There are people who probably disagree, but I believe that everyone should start with the Hero missions first. My main reason for doing so is a specific mission in Chapter 5.
Bullseye with Sniper already in play. This mission is considerably easier than Villain Mission which is vs Elektra with a 5-drop Elektra already in play, and in my opinion, even harder than the last boss - Mastermold cuz the CPU will relentlessly KO your characters. Since Hero Pack 7's cards are identical to Villain Pack 7's, it is highly recommended to go the Hero path, even if you like villains better like myself.
I also assume that readers are already familiar with most of the terms and all of the rules of the game. While the deck isn't complete crap, it won't last long after chapter 2, so you need to learn to customize it and fast. The main problem with this deck is that you are given X-men, Spiderfriends, and Fantastic Four characters, but only two Marvel Team-ups. This may not seem that important, but you will see when you can't team attack a larger character or reinforce against a savage attack at one of your weaker guys.
Deckbuilding Tips Based on the available packs in the first couple of chapters, I would suggest these following types of decks: 1. Spiderfriends only easy enough because the Hero Starter has mostly Spider- friend affiliated characters.
A bit after trying Spiderfriend only, you can make X-Men and Fantastic Four, but you'll need a lot more cards. Bishop will be your best friend throughout the first 2 chapters.
Here's some guidelines on deck construction: 1. You'll need anywhere from 28 to 33 characters, 33 being the absolute max 2. It really depends whether or not it's a rush deck 3. Of course these are merely guidelines, but it helps when you make your own deck. Keep in mind, 1 and 2 drops become obsolete quick, so don't worry too much if you're not matching the CPU drop for drop early on.
Stay within 1 or 2 teams. These kinds of cards are absolutely neccessary in later chapters and with the inclusion of tutors, your deck will no longer seem like a pile. They have several great locations as well. Crime Lords: Like Brotherhood, they are suited for quick beats and try to end the game quick.
Fixer is especially useful if you want your deck to easily curve out. Deadpool is one of the best concealed characters in the game. Doom: Even better than the X-men at controlling the game, Doom cards are especially good at slowing your opponent down. Strangely, FF performs even better when paired with Doom. Kang: Weird affiliation where you have strong characters, but you need to wait for them.
Another benefit is that like 30 characters in your deck is named Kang, so powering up is easy. Marvel Knights: This affil. This works well with cards like Crushing Blow that punish you opponents for having exhausted dudes. The other thing they are good at is KO-ing characters. Masters of Evil: I haven't much experience with this group, but their main theme is using resource points for special effects. Sentinel: There are two versions of this: Vomit Sentinels and Curve.
Both abuse the fact that they are Army and that reconstruction Program lets you bring back up to 3 guys. Spiderfriends: A fun group to try out. Initially, you only get to see a fraction of what they can do. Later, when you get the evasion and characters that give Evasion guys bonuses, it minimizes the damage done on their initiative. Unfortunately, I found out about it after going through 1.
It is to help you get what you want through the card store. Have a bunch of points through games. Eject memory stick from PSP 4. Buy packs and choose Continue Without Saving 5. Check out your cards. If it's not what you want, back up to profiles. Re-insert memory stick and load profile. If you like what you saw, make changes to deck, pop in the stick and save changes. In the Name Deck part of the Deck Editor, enter blvrtrsk as your deck name and voila!
Fantastic as the rd card correct me if I'm wrong Here's what you want to pick up by packs, though don't sweat it too much, because you still want other cards for your collection. I'll only go through the first 3 packs since after Chapter 3, you should have a good grasp of the game and have an idea of what you want to do with your deck.
Also, starting with Pack 4, the number of different affiliations jump, so please refer to jajuga's Booster Pack contents FAQ. Real Decks Alright, this is what you've been waiting for: the good decks.
I borrowed a couple from TCGplayer. I am assuming that you have all packs up to Villain Pack 6. Common Enemy 2. X-stall 3. The New Brotherhood 4. Vomit Sentinels 5. Marvel Knights 7. Avengers Thor themed 9. Sinister Syndicate Beatdown X-Statix loner version Spiderfriends Kang Combo Curve Sentinels Masters of Evil Recently, I removed Medusa and added Valeria Richards for additional card-drawing as soon as you team-up.
Here is how the deck works. You want to keep a hand with either Doomstadt and Boris or Dr. It matters as this is usually the difference of whether or not you get stunned back. Turn 4 is when you bust out Dr. Since the continuous effect doesn't work in this game, it is only good to turn a used plot twist face down. If you didn't already have Doom, there are multiple ways of getting him: 1. Faces of Doom. With Doomstadt in play, you go grab a copy. Now that you have it, on this turn play 4-drop Doom and then you want to either: Reign of Terror, Flame Trap, or if neccessary, both.
NO WAY! Speaking of Boris, he is one of the most versatile cards in the game. Do not hesitate to play Robot Destroyer and Boris over Dr. He will grab you the best card for whatever situation. Getting beatdown by lots of little dudes? Grab a Flame Trap. Have a Dr. Doom coming up?
Fetch a Reign of Terror. CPU pumping his guy like crazy? Get an Overload. Big threat on their initiative? Find a Mystical Paralysis and exhaust him.
On that topic, one of your objectives is to nullify their initiative. In the earlier turns, Reign of Terror is your weapon of choice, getting doubles will wipe their board clean and usually all but guarantees victory. Mystical Paralysis is another such card. It's like Pleasant Distraction, except that it works on their turn! That is usually when you want to make their dude unable to swing.
Not being able to play PTs from their resource row cripples your opponent, but beware, if the only character you have is Doom or if you didn't team-up, his effect may not be on,so be careful if some of your other guys get stunned. Turn 5 should almost always Signal Flare for Thing and from there, it's pretty much over.
Thing in itself negates their initiative. His sheer brute strength and size makes it so that your opponent doesn't want to swing. Submariner should clean things up handily if it gets to turn 7. As a final note, teaming up is very impoertant - hence the name of the deck. Note that playing this deck takes a bit of practice, mainly to memorize the cards in the deck, since Boris lets you do some pretty resourceful stuff when needed. It is a controlling deck and its priority is staying alive rather than beating down, though with Danger Room and Madripoor, it can do that too.
You want Puppet Master in play on turn 2 and Rogue to copy it's ability on turn 4. Powers that can be copied via Rogue and Mimic include: Puppet Master - exhaust guys. Dazzler - to exhaust back row dudes. Sunfire - destroy rush decks, usually he uses his power and Rogue copies Puppet Master. Emma Frost - card "stealing" and defense boost. Charles Xavier - more discard.
And once in a while the enemy might have an ability worth copying. I replaced Overload with System Failure and added Shrink because of a new win condition: Xavier's Dream which states that there can't be any stunned characters. This is also why I added another Siege Perilous. Usually any of your 7 drops or 8 drop Prof. X will end the game. In the odd games when they don't win the game outright, play Onslaught and it's game over, man.
He will singlehandedly win the game for you by stunning your opponent's board. Experience is needed to play the deck as your careful use of abilities will make or break the game. Siege Perilous and Children of the Atom help to un-stun your characters to make sure they last a lot longer than they should. You will almost always want Cerebro in play.
Danger Room and Madripoor make your X-men way better than whatever your opponents have. Just remember to have patience. The gameplan is to just stall attacking isn't your priority until you break out a game-winner. Against weaker opponents, you can actually play as beatdown. Savage Beatdown can be replaced, but as I said, the deck can play as beatdown or use it if you need to boost your opponent's guy to Overload it.
The New Brotherhood - If stalling until you drop a bomb is not your style, here is X-Stall's polar opposite the deck played by Magneto. There are some key interactions that I'll explain before going into specifics- The deck has several pump effects: 1. The New Brotherhood - foundation of the deck; you want to purposely keep yourself at 4 resources to keep this bonus. Having 1 is brutal, 2 copies is just fatal. Use Avalon to get back your guy or if you chuck a Brotherhood character, you get 2 dudes back.
Savage Land - this operates independent of your other pump-ups. In this update, I changed the decklist to speed it up even more.
Now you also have Quicksilver whose ability is actually very relevant. Some like 4x Magneto for it's synergy with Genosha and Avalanche or Lorelei are other viable substitutes. Turn 2 is Toad, Pyro, or Avalanche. Toad is especially good because if you have 2 guys stunned, you return him and unstun the stronger guy.
If you haven't already noticed, Magneto is a 5-drop. In order to get him in play while maintaining The New Brotherhood's bonus, you either: 1. Flip Genosha and then You play Magneto and crack Genosha to draw 4.
You should now have 4 resources again. You flip Ka-Boom! Here's the worst option: You have a face-up unique location like Avalon. You use it. Play Magneto. Flip another copy of Avalon and KO the original because of uniqueness rule. Play all Plot Twists from your hand to save space. Destiny is actually good all game if used properly. Pyro and Scarlet Witch are for face burn. That and Sabretooth is a beast. Cheap ain't it? This allows your dude to survive, stun-back, and still attack back, usually a resulting in a facial.
With the proper decision making, this deck is a force to be reckoned with. Also an ideal deck to play if you need to win by turn 6, because there isn't gonna be a turn 6. Vomit Sentinels - I didn't agree with the internet build, so here's it is with a few modifications. Play Longshot. Hopefully you get a few guys.
Use Xavier's School if you have it to ready Longshot. Use him again and again. On turn 2 and 3, just play a bunch of Wild Sentinels and team attack or reinforce when you have to. Turn 4 is when it gets interesting. You get to play Sentinel Mark IV.
Also make sure you have a mark IV in your resource row by now if you have a face-down Underground Sentinel Base. Keep Longshot-ing into more dudes.
From turn 5 and on your turns are either: 1. Your objective, is obviously to overrun your opponent. While your guys trade 1 for 1 with your opponents', you have Longshot and Reconstruction Program to make sure you don't run out of fodder.
This deck is fun, but Longshot is a chore to use in a video game and it almost auto-loses to my Common Enemy deck - see: Flame Trap or Reign of Terror and it sucks to see Overload used on your super-powered Mark IVs.
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