Not Just a Basic Bishop

Card draw simulator

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Derived from
None. Self-made deck here.
Inspiration for
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Mortech · 5

Bishop is so OP, he doesn't even need an aspect to be broken; there are enough resources in basic to make him functionally immortal even without an aspect. Once this deck sets up, it's quite easy to heal 9 and deal 12+ damage every turn. Here's what a turn with this deck looks like:

  • Start of villain phase with full HP and a hand of 5 resource cards
  • The villain attacks for 6, discard 6 cards from top of deck and hold 3 more resource cards
  • Minions attack, 2 1-damage attacks, discard 2 from deck and hold 1 more resource card
  • Tap Bishop's Uniform to heal off the last minion attack, since I have 9 resource cards in hand, I heal more than the damage I took, so I heal up to full
  • Encounter time, oh no it's another villain attack! I don't really want to take it, so my ally Lockjaw takes the hit for me
  • Start of player phase, tap Bishop's Rifle to deal 9 damage to the villain, ignoring any guard minions with range
  • Play 4 resource cards to put Lockjaw back into play from discard
  • Tap Bishop and Lockjaw to thwart for 4 for deal 3 more damage
  • End turn with a full hand of 5 resource cards and do it all over again

What's crazy about this deck is how consistent it is. With 20 resource cards in the deck, you have a 50/50 chance of getting a resource, and those odds only go up as the game progresses and upgrades hit the table. On top of that, this deck needs very little setup. You just need the rifle and uniform! Of course, it's still a problem if those start at the bottom of your deck, so Superpower Training makes getting them a little more consistent. Those 3 are the cards that you're going to mulligan for, but everything else here has a purpose as well:

  • Lockjaw can be played from the discard, so Energy Absorption won't make you miss out on this ally, and he should never cycle back into your deck either. The only downside is his resource cost, and Bishop has more than enough resources to pay for him.
  • White Fox also gets played off of Energy Absorption, adding more value to an already crazy ability
  • Energy Conversion allows you to put your resource cards back into your deck. This is absolutely worth holding until your deck thins out to fill it up entirely full of resource cards.
  • Symbiote Suit, Endurance, and Honorary X-Men add HP, which is critical to keeping Bishop alive since we need to tank the hits before we can heal it off again. If you don't like to live dangerously, extra copies of Endurance can go a long way, so I've included 2.
  • Plan B helps us use up any extra resource cards we have above 5 in hand (a common occurrence if you hold them, which you should)

And that's the entire deck! Simple concept, easy to play, and incredibly powerful. If you want to play this as an aspect deck, I would recommend dropping the extra Endurance and Honorary X-Men. And what to add? More resource cards, of course!

3 comments

Mar 22, 2025 Footballcoach · 50

Bishop is good when you fill him up with resources, and it's super fun to heal all the damage you took and then blast back with the rifle!

Unfortunately, the ranged keyword doesn't ignore guard, as you mentioned. Only retaliate.

Two copies of Endurance is good to make sure it gets to the table early, but the card states max 1 per player (so you can't have two on your own board)

Mar 22, 2025 Mortech · 5

@Footballcoach Thanks for the correction on ranged, I guess my table has been playing it wrong, although it doesn't make too much of a difference with how the deck performs. Also, I'm aware that the extra Endurance cannot be played, but in my testing with this deck I found that anything not on the board once I start filling my hand with resources simply will not be played (except Lockjaw and the Temporal cards that Bishop can pull into his hand in AE). So the extra copy doesn't bother me, it's more important to try and get one down.

Mar 22, 2025 Footballcoach · 50

@Mortech the first game of Marvel Champions I ever played, I played Hulk. I didn't read "max one per player" on Martial Prowess and I thought "man it's easy hitting these resources kickers when I have three resources generators on the table".

At the end of the day, though, the goal is to have fun! The rules exist to serve that purpose, not to get in the way. If everyone at your table agrees that ranged ignores guard, go for it. Ignore the unique rule? Sounds like fun to me. In my play group, we ignore turn order in the player phase and all play all at once (makes games go a little quicker).