Card draw simulator
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None. Self-made deck here. |
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ChocoboBai · 1212
Wouldn't it be nice if the minions could just cool down a bit? How about they just have a nice hug instead?
I have been working on a few X-Men decks for 2-player that can use strategies you wouldn't be able to in single player. This first pair brings out minions then sets their attack down to zero, allowing this Storm build to draw via "Bring It!". Find the other Cyclops deck here.
You want to get minions into play using Angela and Looking for Trouble, then leave them there. The Cyclops deck can set their attacks to 0 permanently, with a bit of help from Blizzard. Once you have a few minions in play "Bring It!" becomes great value.
The weather can be switched as needed, but you want to end your turn with Blizzard most of the time. If you have a copy of Weather Goddess you can switch to Thunderstorm at the start of your turn and then back to Blizzard before the villain phase. Be careful leaving Hurricane in play for long as that will eventually kill the minions.
The other part of this strategy is to use aggression allies with Attack Training, it's just an efficient way of dealing damage. Boot Camp can counter-act the -1 attack from Blizzard if you have to leave it in play.
This deck should avoid flipping to alter-ego, as the minions will still be able to plan! You may be able to confuse enough of them with Banshee from the Cyclops deck to allow this occasionally though. Between the two decks there should be enough allies to avoid taking too much damage on Storm.
Lastly, a few points about specific cards. Get Over Here! is included to grab suitable minions that end up engaged with Cyclops, so you want to make sure to play Storm's Cape. As "Bring It!" is once per turn, I like to save a copy for the next turn if I draw a second one. Also, Flash Freeze is useful as it can fill in for times when minions do not have the upgrades on them yet. Later on in the game with a lot of minions in play you have so many draws that you can end with a Flash Freeze in hand most turns.
I have tested these and they work well on scenarios that have at least some suitable minions. It has bad matchups against any with very few minions or ones with many patrol and guard keywords. This does unfortunately mean they are not good against the Master Mold and Magneto scenarios from Mutant Genesis, but most other ones should be fine!
I played these against Drang and ended up with 7 minions out that were not doing anything. Having 11 cards each turn was fun.