Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
Diomedes1111 · 24
The main idea of this deck is to use Storm's weather control and the support Boot Camp to turn a bunch of relatively inexpensive allies into serious damage dealers. When Storm has Thunderstorm in play, Boot Camp can give your allies an extra 2 ATK, which makes even small allies hit surprisingly hard. This deck is excellent at slaying minions, and it has a wide selection of allies who can take advantage of the damage boost in different ways. The key to getting everything going is finding Boot Camp early, so be prepared to mulligan aggressively for it.
Boot Camp and Thunderstorm: These are the two key pieces that make the deck work. Boot Camp boosts the attack of your allies, and Thunderstorm adds another point of damage to their attacks. Together, they let your allies swing for an extra 2 damage, turning cheap allies into efficient minion killers. Since we're bringing along a large selection of allies, we have plenty of options for taking advantage of this bonus. The goal is to get Boot Camp into play as early as possible and then keep feeding allies into the fight.
The allies: The real strength of this deck is the variety of allies who can benefit from the damage boost. Two-Gun Kid is the star of the show, potentially dealing 8 damage per turn while hitting two enemies at a time. That's an incredible amount of damage for a single ally, especially when you're able to take advantage of the extra damage from Boot Camp and Thunderstorm. Tigra is another excellent long-term investment, since she can stay on the board for the whole game and deal 4 damage per turn while helping clear minions. Shark-Girl is also great value: at only 2 cost, she can deal 4 damage without needing any additional upgrades.
Dust is especially useful in scenarios with lots of small minions. With the damage boost, she can hit the entire board for 3 damage, making her a great way to clear out groups of weaker enemies. Thor can also hit multiple enemies, while Angela gives us a cheap and capable damage dealer. Her ability to bring another minion into play isn't much of a drawback when we have so many ways to deal with them. Angel is another great option for only 2 resources, and Gambit can potentially deliver some heavier hits. The remaining allies give us flexibility: Brawn can chip away at threat, Winter Soldier is our best option for threat control, and Sunfire and Forge provide additional support.
Storm's weather control: Storm's weather events give us a good selection of tools for controlling the board and responding to whatever the villain throws at us. Weather Goddess lets us find the weather we need, while Torrential Rain, Lightning Bolt, Flash Freeze, and Blast of Wind give us options for dealing with enemies and managing the board. Storm's weather control is important beyond its individual effects because Thunderstorm is also a key part of our damage engine.
Rest of the deck: The remaining supports help keep everything running smoothly. The X-Jet provides an extra resource to help pay for allies, while Avengers Mansion and Helicarrier support our card draw and resource economy. Moira MacTaggert provides additional card draw, and War Room gives us a nice bonus source of threat removal each turn. Ororo's Garden and Storm's upgrades round out her personal toolkit. X-Gene can also help reduce the cost of Storm's events, while Keep Them Busy gives us another way to support the team's board control.
The end result is an aggressive Storm deck that excels at keeping minions under control. Rather than relying on Storm to do all the damage herself, we use her weather and Boot Camp to turn a team of allies into an efficient fighting force. The variety of allies means we have answers for everything from swarms of small minions to larger targets, while the support package helps us keep paying for new allies as the game goes on. Get Boot Camp online, bring out Thunderstorm, and let the Shock Troopers do the rest.