Card draw simulator
|None. Self-made deck here.|
VillainTheory · 6548
Do you know what happens to a toad when it’s struck by lightning? ...It gets +1 ATK.
Now, with these in play:
- Brawn deals 15 damage total and removes 5 threat
- Angel deals 12 damage total
- Angel with Attack Training deals 25 damage! (5 ATK, 5 HP!)
- Wolverine with Attack Training deals 6 damage per attack with piercing!
Aggression ally Storm does NOT take prisoners.
If you like this deck, feel free to give it a ❤ ! Thank you!
I have tested this deck against the following villains with their regular modulars:
- Expert Magneto
- Expert Klaw
- Expert Mysterio
- Expert Thanos
This deck is built around the simple concept of giving good allies an amazing ATK boost and watching them carve a path of destruction. Boot Camp is a +1 to all your allies, while Thunderstorm gives every character an additional +1.
With +2 ATK, the value you get from your allies increases exponentially. And, as long as you also block with allies, giving the enemy +1 ATK barely matters.
Needless to say, this deck brings a lot of allies. Some are excellent damage-dealers. Others are mainly there to block villain attacks - but the blockers can also deal a lot of damage too!
In my opinion, your mulligan priorities are (in order of importance): Storm's Crown, The X-Jet, Helicarrier, Utopia, and Boot Camp. In subsequent turns, once you have at least one resource generator out, Boot Camp becomes your top priority.
Note: Storm’s base kit comes with excellent threat removal, enough to cover for solo play without adding additional threat removal cards. This is why this deck functions as a solo deck and a multiplayer deck despite being so heavily focused on damage!
Eye of the Storm
Managing Storm’s weather supports is the most challenging part of playing Storm, but also the most rewarding.
While Thunderstorm also boosts enemies’ ATK, this can largely be mitigated by blocking the villain’s attack with allies.
In multiplayer, you need to coordinate more with your team. In 2-4 player, unless you want to upset the other players, try to avoid ending the turn with Thunderstorm up unless everyone agrees to it! With that said, multiple players all benefiting from +1 ATK does tend to outweigh the negatives in most cases - just not if someone is at low hp!
In an ideal world, in multiplayer, you will draw Weather Goddess. In which case, you can call for an action at the start of the first player’s turn, bring Thunderstorm into play, then call for an action at the end of the last player’s turn and use Weather Goddess to change to a different weather. Doing this gives everyone the benefits of +1 ATK through the entire hero phase - with no downsides!
Thwarting and Other Weathers
Hurricane is your next best weather. With 3x Torrential Rain, 2 threat removal every other turn from Hurricane, and the ability to get 2 THW and ready from Storm's Crown and Storm's Cape, you can handle the threat in solo play - all without adding a single card to thwart! It’s very powerful. And the Retaliate is an added bonus. (Brawn, however, is a valuable addition to keeping the threat under control while pushing the villain toward their doom.)
Again, be careful in 2-4 player. There’s nothing worse than multiple players all having to suffer Retaliate damage because you got stuck with the wrong weather out!
Clear Skies is excellent as stalwart doesn’t only prevent stun/confuse, but removes any stun/confuse tokens already out! Use it to cleanse you or other players - just be careful not to remove stun/confuse from enemies. Aside from that, this weather should mostly be used when you either a) have a bad hand and are fishing for options or, more likely, b) you need just one more resource to make an amazing play with the cards you have in hand!
Since this deck mainly blocks with allies, we do not use Blizzard very often - but it’s occasionally useful, notably if there’s a minion with a nasty When Defeated effect in play that you can blank with its “Special:”. Hydra Soldier is one of the best use cases, and it’s particularly effective against the entire Acolyte modular set as well!
Focus on playing allies but be careful! It’s easy to get lost in the amazing value of their ATK stat. Try to make sure you keep at least one ally at 1 hp to block with as Storm's defense is her biggest weakness - until you get Storm's Cape in play, she has just 1 DEF and no built-in status cards. Don't forget to keep an eye on the threat too.
Just a few allies are often enough to defeat the villain, the most important thing is to survive while they do it.
Depending on what upgrades and weathers you have out, your allies’ damage can vary wildly. Here’s an example of the crazy total damage an ally can deal when using all their hp to attack:
- Angel on his own = 6 damage
- Angel with Thunderstorm = 9 damage
- Angel with Boot Camp and Thunderstorm = 12 damage
- Angel with Attack Training = 15 damage
- Angel with Attack Training and Thunderstorm = 20 damage
- Angel with Attack Training, Boot Camp and Thunderstorm = 25 damage
For context, Ronan’s final stage on Expert has 25 health per person.
While you’ll likely have to slay a few minions with your allies and thus not all of their damage will go onto the villain, the point is that your allies can get a lot of work done very, very efficiently! Rely on them to damage enemies while Storm keeps the rest of the game under control.
While Lightning Bolt is an excellent card for some additional damage, as a rule of thumb you should try to focus on playing allies - and only start zapping directly when the villain is either near defeat or there is nothing else you could do to strengthen your board state.
Another copy of Boot Camp helps for consistency but, with Thunderstorm, Aggression allies, and a base ATK of 2, you normally have enough damage for the early game when solo - so, as valuable as it is, you can afford not to play Boot Camp. With that said, I have managed to play it as soon as I find it in almost all of my test games. This is why there is only 1 copy - still, another one is a fine option you might like to pursue.
In 3-4 player, when there are more minions in need of clearing and other heroes can cover thwarting and defense, I would then recommend swapping in another copy of Boot Camp - you can even play the spare later on your Leadership player!
Sentry is another amazing ally who gets huge value out of Boot Camp and Thunderstorm.
Combat Training is also a great option that, had I more room in the deck, I would definitely include. In multiplayer, with a dedicated Protection player, I would recommend swapping out Endurance for it.
Good luck and have fun!