3 Sonic Rifles?!?!? En esta economia?

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Kingbarbarossa · 58

I've been playing a ton of Magneto this weekend, but it took me 10-12 games before I really felt like I had a good handle on him. He's got a lot of interesting piloting decisions, and I felt like i was overpaying too often and milling more than I needed to. Magneto loves confuses, so after a couple of different iterations of confusion focused justice decks, this one has really stood out. I tested a bunch of different scenarios in expert, but once I was able to complete a game of expert mutagen formula, without advancing the main stage or taking more than 5 damage, I knew I'd hit a good configuration.

So, why three sonic rifles? Sonic rifles are expensive at 4 ER, but they provide huge value for Magneto. Going to AE often helps magneto slow how quickly he blows through his deck, while letting you recur cards you want, especially when you're at the end of your deck and you can guarantee drawing them in the next hand. So, for 4 ER we're getting two confuses, and for magneto specifically we're returning 6 cards to the deck. If we've got Astroid M or Weapon X in play, that trip to AE is even more valuable. Additionally, once the enemy is confused, sonic rifles charges can be burned for 3 damage, and this is not an attack, so it ignores stun and guard. It'll come in handy more often than you'd think, because the villain is going to be confused a lot.

Because there's also professor x, dazzler and 3 upsides to round out the confusion kit. Professor and dazzler also tank a hit for us, which is very valuable for magneto since he's not the toughest hero in this build. But in a way upside will do this as well, by giving a stun if the target is already confused, helping magneto focus on either damage or thwart, whatever is more valuable at the moment.

Your piloting plan for this deck will be largely focused on getting magneto's key kit items in early, which is where superpower training comes in. Cape and Helmet should be your first two priorities, followed by mansion and x-jet. These cards help you stay in control while you further establish your board presence. However, keep in mind that all the confuse tools, and even counterintelligence, can at times be more valuable to you early game. If you want to stay in AE on your first turn and get more setup done, Counterintelligence can be a great buffer to keep the main scenario on stage 1.

The rest of the deck is fairly straight forward. Keep in control with status cards and lots of thwarting, while you wear down the enemy with basic attacks and events. Feel free to leave a minion wrapped in metal for several turns, they're not going anywhere. Wait for your missiles to show up, and potentially hold them for a turn or two until you're going to get the full value out of the stun. Once you're feeling in control, use generation x to pull a metal shards and start pushing for the end.

Notable missing cards -

Digging Deep - I felt this was too much clutter without enough pay off. White fox has a huge payoff for her ability triggering, and with magneto's economy he can suffer through paying for her when he needs a body block.

Utopia - Every x-men hero works well with utopia, so I did intentionally start my deck build without it to see how I could make magneto work well without it. I'd probably get rid of the clears, the one ways, and skilled, and then slap another 5 x allies in with utopia to make it work, but I felt this was a more fun way to play with him.

Danger Room - I think magneto can be a great pilot of the danger room, as he should be flipping to AE often, but again this is a deck architype i've already played a lot in other heroes, and I wanted to focus more on magneto's kit.

Enjoy! I hope you have as much fun with this deck as I did!

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