Maximum 'boat, maximum size, maximum jank

Card draw simulator

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

J__G · 359

This deck fully embraces jankiness.

It's 50 cards.

It relies on several sequenced out moves to work to it's best performance.

It's really suited for longer, higher player count MP games, because it's going to take a deck pass or two before you get really cooking.

The main conceit, other than all the side schemes that boost Cable's identity events, is Gunboat Diplomacy. With that and Children of the Atom, you can exhaust any two of your characters* for the Gunboat.

*Snowguard and Captain Britain require an X-Force Recruit to be able to participate.

Once setup, though, Gunboat can be hitting for quite a lot of damage and thwarting. Your main targets are Pete Wisdom, Captain Britain, the aforementioned Snowguard, and Cable himself. In a pinch, Gambit can work, but requires getting lucky with a triple boost to tuck under him.

Any of the four main targets start with 3 base THW (after TVP is cleared, which in a 4P game you should do on turn 1 or 2 most of the time because you put it into play using your setup ability).

This deck really screams out for a leadership partner at the table to put Uncanny X-Force on you. Bonus points if they are a Guardian and throw Honorary Guardian and Comms Implant on Pete, Captain Britain, or Snowguard as well. Extra bonus points if they bring Inspired too.

To that base of 3 THW you add +1 from:

The theoretical ceiling for a single play of Gunboat is, by my math, 14 damage and 14 threat removal, spread as you like around the table. For a single one-cost card and exhausting a couple of characters.

It's not remotely efficient. It's janky as hell. But it sure is fun when you pull it off.

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