Adam Warlock and the Guardians

Card draw simulator

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ThommyDrake · 40

Adam and the Guardians of the Galaxy

Really loving the potential of Adam so wanted to share this idea for getting use out of the new Guardians of the Galaxy Team card.

Overall Strategy: This deck leverages Adam's access to all 4 aspects in order to a conveyor belt of powerful Guardian allies. More than any other hero so far, Adam is able to keep his allies alive round after round using his Battle Mage ability to discard Protection cards. Taking advantage of this and pairing it with the card draw of Knowhere, Mystic Senses and Guardians of the Galaxy, you should be able to consistently fill your board with powered up allies and get the most out of their boosted stats.

Allies: Adam doesn't usually need chump blockers. He has a reasonable defence of 2 and little use for his basic ATK and THW thanks to his ability. His cape also let's him ready once a turn, meaning that you can use him to defend, saving your allies for the more useful function of attacking and thwarting.

All of the allies in this deck (with the exception of Pip the Troll) are guardians, so they will all trigger Knowhere and Guardians of the Galaxy. They can also all take the various upgrades in the deck.

Try to give attack boosts to Martyr, Bug, Charlie-27, Marvel Boy, Jack Flag and Wraith as these can hit hard and are easier to keep alive.

Quasar, Eros and (especially) Pip the Troll are best used for their abilities so there's no need to keep them in play.

Definitely make sure you recycle Starhawk as often as possible, especially if you have Knowhere out. With Boot camp and Team Training he's 6 damage for 2 cost every turn!

Events: Don't focus too much on events in this deck. They can solve tricky situations but your main goal is to get your tableau up and then start spamming OP allies.

Magic Attack and Karmic Blast are good if you get a minion early on and don't have the tools to take it out.

Zone of Silence and Cosmic Awareness do the same thing for side schemes.

Shield Spell spares a chump blocker when you're on the ropes

Summoning Spell is generally useful but could be swapped for Make the Call if preferred.

Quantum Magic and Spiritual Meditation are good for getting setup in the early rounds.

Resources: Pretty straightforward.

The Basic 3. No good deck should be without!

Protection and Justice had the more expensive cards in the deck so they each get a Power Of.

When we get another aggression attachment for allies, Audacity will be swapped out.

Supports: The deck has 6 and all of them are important (thought Med Team and Soul World are situation dependent)

Boot Camp strengthens your allies and Team Training gives them an extra activation.

Knowhere gives you card draw which late in the game you should be getting roughly every round. It also lets you get a 4th ally out. This is a must!

Guardians of the Galaxy rewards you for boosting your allies. Just remember it switches off when in alter-ego, or if Pip the Troll is on the field.

Med Team is an efficient way to replenish allies, but also to keep Adam healed so that he can defend for himself.

Soul World is just a good card, but likely not essential to get out unless you're playing a particularly punishing villain.

Upgrades: The deck has more upgrades than anything else, though most of them attached to allies. The trick with the ally upgrades is to find the balance of keeping them on the field and losing them so you can shuffle them back in and replay them for the card draw on subsequent deck passes.

Adam's suite of 4 (5 if you include Sorceror Supreme) sets you up to be able to play even your most expensive allies.

Once you get some of the big supports and Adam upgrades down, you can start focusing more on the ally upgrades. And the great thing about Adam is that if you don't have an ally, you can toss the upgrade to his Battle Mage ability, meaning you don't waste the card.

Armored Vest is just generally useful when you're going to be defending most turns!

Under Surveillance could be swapped out (especially in multiplayer) but in solo it gives you room to flip back and heal when necessary.

Cosmic Ward is not something you need to play but it never hurts, and this deck draws a lot so you can probably afford it.

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