Rogue: Mutant Protector

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
Mutant PARTY!?!?!?! 4 2 0 1.0

Baylon · 228

Rogue needs other characters on the table to get the most out of Touched. This deck helps her keep allies in the field so she has access to Aerial for Southern Cross and Goin Rogue. Two big events she needs to get the most out of at every opportunity.

The rest of the deck is just meant to keep allies alive as long as possible to get the most out of them while they're in play to support Rogue's main two events.

Bulletproof Belle is a great defense card with the added bonus of adding a retaliate damage for a defense that already prevents all damage and makes Rogue tough.

In solo, she bounces Touched between the villain or an ally as needed to make the most of her hand. If a minion pops up she can move Touched to it for overkill. Superpower Adaptation becomes a resource card in solo. In multiplayer she can use it to play whatever event from other players is the most helpful at any given time.

She can use allies to help block in multiplayer and not always just as chump blockers with the added support they gain from Protective Training. They are then able to ready with Hangar Bay. Utopia and Game Time help keep Allies and your hero ready as well on your turn when needed. Then you have Med Team and X-mansion to heal them up again for the next round.

Mutant Protector gets your expensive allies out cheap and is ideally played with Rockslide, Colossus or even Armor who can survive their initial defense.

Energy Transfer can help with damage, healing, and readying if you ever end up using it with everything else you have going on.

I've seen people lean on the trait aspect of Touched a lot trying to make Rogue a Mystic or Guardian to use cards she otherwise couldn't, but to me the ability to gain Aerial, Retaliate 1, Stalwart, or Overkill whenever you want and get extra damage/thwarting, card draw, or drop a stun or confused on top of that is the way bigger deal. She needs other characters in play to get the most out of that.

I've only tested this deck a couple of times, but it's working pretty well so far. Let me know what improvements you think would help.

Thanks for reading.

6 comments

Mar 08, 2023 dr00 · 39970

hey, looks like a fun deck! what are you normally using Game Time for? are you using Hangar Bay to ready an ally to defend again?

Mar 09, 2023 Baylon · 228

I planned to use Game Time to ready allies after defending to attack or thwart during the hero phase, but it's been used as a resource more often than anything. Hangar Bay takes care of the same task or yes a second defense, but it's also good as a buffer support if I draw Caught off Guard.

It seems like if I draw Rockslide or Colossus early and get a Southern Cross played I'm tearing through the villain pretty quickly, but a slow start can make for a tougher match. It's definitely a work in progress, but I've only lost a couple of games with it so far, so I might be onto something.

Love your Dunken Master deck by the way. It's one of my favorites.

May 01, 2023 Elfaron · 1

Interesting idea! But Superpower Adaption is not a dead card in solo - you can use it on your allies to recur cards according the ally type from your own discard pile (gambit for identity, protection for protection, basic for basic)

Sep 25, 2023 cbergle · 1

Definitely something there, but it lacks resource generating. Was able to beat Juggernaut at 3 player, but was a struggle at times.

Sep 25, 2023 cbergle · 1

Likely Drop 2 Med Team for Deft Focus and X-Gene just to make your events cheaper. X-gene gives you free Bulletproof Belle and Deft Focus gives you cheaper Southern Cross and Goin' Rogue. Plus those combo well with Superpower Adaptation and making other identity cards and superpower cards cheaper.

Sep 25, 2023 cbergle · 1

Also might be worth adding in The Night Nurse for multiplayer games.