Time Walk, Confuse Lock

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
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KCC · 196

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Magneto Time Walk

For those who have played Magic the Gathering, you will likely understand the reference. Otherwise, I apologize, but I just couldn't help myself.

There aren't any cards in Marvel Champions that allow you to take an extra turn, but this deck is probably as close as it gets to that.

The idea is that if you can draw 5+ extra cards in your turn and ready at least once then you are effectively taking two turns instead of one, AND you have much more options on what you play in the process.


THE ENGINE

  • Cerebro, Moira MacTaggert, Weapon X, X-Bunker, and Magneto's Magnetic Pull ability draw you extra cards.
  • Sonic Rifle keeps you safe so you can flip into alter-ego for all of your card draw effects.
  • Erik Lehnsherr's Survivor ability will allow you to cycle Sonic Rifle back into the deck immediately after using it and flipping into AE, which is what you were using the rifle for anyways. All of your card draw effects make it easy to find it again (you likely only need one copy in the deck in fact). Now you can flip into alter-ego every turn and never have to worry about the villain scheming.
  • Utopia, Professor X, and Magneto's Cape ready Magneto for that full extra turn feel.
  • Crew Quarters and X-Mansion make Weapon X non-threatening to your life or often negate the effects of an enemy attack.
  • Build Support and Superpower Training help with set up and then make X-Bunker very good
  • The way that X-Bunker works with the Magnetic Pull ability gives you lots of options to dig for cards you want.
  • Between allies and minions (with the help of Wrapped in Metal and Magnetic Missile, the villain's attack will rarely be reaching you, and Magnetic Bubble makes for a good backup plan that does retaliate work in the meantime.
  • In the set-up process, most of your supports are usable by other players. This makes for very effective and cooperative gameplay.

    ALTERNATIVE CARD CHOICES

  • It's pretty easy to change this deck into Aggression. Switch x1 Sonic Rifle with Psylocke and Dazzler and the extra Sonic Rifle with anything else.
  • Children of the Atom + IPAC makes for even more draw if you can play them in the right order. This is unnecessary in my experience of the deck.
  • Danger Room and Mission Training / Attack Training become a good option in multiplayer where other players are using training upgrades.
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