Start with Jubilee and then fill your deck with the most powerful/expensive cards you have.
The goal is to guarantee that when you play Jubilee (optimally Turn 4) you summon a 5 or 6 cost card (especially one with restrictions like Infinaut, Giganto, or Death).
A very silly, very chaotic, surprisingly good deck.
There are lower-cost cards that are tempting (like Wong, Armor, Magik, Lockjaw, or Crystal), but every card that isn't a 5/6 lowers the chances that Jubilee will draw a 5/6. Ultimately not worth it. Lockjaw/Magik is fun to try, though. You won't win as much, but you will have fun fully embracing chaos.
There will be turns where you don't play anything. Sunspot can get very strong (especially if played Turn 1). So can Devil Dinosaur (your hand likely will have 5-7 cards by turn 5).
Having Domino increases the chance to draw Jubilee in the first place and increases the chance Jubilee draws a 5/6 (her power here isn't "draw on turn 2", it's "don't draw on turns 1, 3, 4, 5, 6"). If tweaking, remove America before Domino.
If you never draw Jubilee, you will likely have a 7-10+ power Sunspot, a 15+ Devil Dino, and a handfull of powerful cards to make up for it.
This is my go-to deck for completing "win with 1 card", "win with 20+ power", or "win with 40+ power" missions.
Extra Tips:
- Don't play Domino unless needed (you're at your hand limit or to give to Vormir/Morag).
- Play Jubilee to an empty zone, in case you need to retrigger with Odin.
- Don't lose focus of non-Jubilee zones. You'll likely only play 3 cards the whole game. Make them count.
- Opponents can counter with Killmonger (for Sunspot), Shang-Chi, Morph, Cosmo, Rockslide.
- Bad locations: District X, Lamentis, Weirdworld, anything with rocks.
Total Lowest Estimated Deck Price:
Purchase Deck Export Prices to CSVCard | Q | Price | Card Set |
---|
Basic Energies are excluded from pricing. Prices not found: