Herald of Vision: Core + Ms. Marvel Deck 2

Card draw simulator

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nateparkes · 303

Do you hate deckbuilding? Do you have the core set and the Ms. Marvel hero pack? Then this deck is for you.

This is the second deck of my six "Core + Ms. Marvel" rebuilt starter decks. Here's how this series will work:

  • There will be a decklist for each of the six heroes (5 core + Ms. Marvel).
  • Each deck will only use cards from one Core Set and one Ms. Marvel pack.
  • Decks from different aspects won't share cards, so you'll be able to build four decks (one for each aspect) simultaneously.

Here we go:

Herald of Vision

This deck is almost entirely made of core cards. The only additional from the Ms. Marvel pack is three copies of Enhanced Reflexes... but what a huge difference they can make. Enhanced Reflexes can fuel Captain Marvel's hero ability turn after after turn, offering healing and card draw. They can almost power Energy Channel, Photonic Blast. amd Vision.

The end result is a powerful, flexible deck with a lot of card draw (Captain Marvel, Maria Hill, Nick Fury, Alpha Flight Station). Avengers Mansion? Carol doesn't even need it. Between her great stats and her create events, she can deal out damage and remove threat really effectively. She can stun with Mockingbird or confuse with Spider-Woman, calling them back when she needs them with Make the Call. She can block with allies, but she can also just take hits, because her hero ability should allow her to heal every turn.

But the frosting on the cake -- which you might not even need -- is the Vision + Inspired + Get Ready combo, which can be built over time and delivered to finish off a villain. Since you can pump vision's attack to 5 (or even 6 with Lead from the Front), you can easily do 10-18 damage with Vision in a single turn, assuming you play 1-2 copies of Get Ready. In solo, that can be enough to destroy a villain's second stage in a single turn, which is where this deck gets its theme.

Captain Marvel and Vision are working together. When threats arise, Captain Marvel (and her allies) are the first responders, confronting the threat, thwarting the schemes, punching the faces. Meanwhile, Vision remains on Alpha Flight Station, analyzing every scrap of data, getting ready, finding inspiration, and finally discerning the villain's weak point. If Captain Marvel can hold on long enough, Vision will arrive to deal the final blow... assuming Carol hasn't finished off the villain first.

1 comments

Apr 23, 2021 nateparkes · 303

Why did I start this series?

A lot of players want the pleasure and challenge of playing Marvel Champions scenarios without the burden of building their own decks, and I totally get that. But there are a few drawbacks to ONLY playing the packaged precon decks:

Each hero pack includes additional cards for each aspect. If you only play the precon decks, you'll never use these cards, so you won't get any value out of this fun content you paid for.

Precon decks will sometimes struggle against harder scenarios. This is because each precon is designed to support a new hero AND introduce three copies of several new cards into the general card pool. Precons will often include more copies of a card that is optimal, and will often lack pre-existing cards that would support that hero's playstyle.

You only get to experience one "aspect" of a hero. Some players overcome this by swapping the aspect and basic cards from one precon to another hero, but this can sometimes exacerbate issue #2: swapping your precon Thor cards into a She-Hulk deck and drawing a handful of Mean Swings without drawing a Jarnbjorn can be a bummer.

So I'm hoping this can be an easy, fun way to experience a different flavor of the game without actually having to deckbuild.