Deck Description
This is a mid tier deck that is looking to lock down the game turn 5 or quickly retreat if you're not already winning. It has room for lots of upgrades depending on the meta of at your collection level and will bait a lot of opponent retreats when you snap turn 5. Just becareful not to lose to yourself as some of the cards have anti synergy in hopes of ruining the opponents game plan. The onlything it really has trouble with is discard decks as there isn't a lot to stop them as even if you turn off the actual discarding with cosmo they will still outstat you most of the time. I'll throw in possible alternate cards below. This doesn't include ramp cards as I simply don't have them yet but if you do have Physlocke or Electro Defintely throw them in over Scorpion or Nightcrawler.
Sunspot: Goes in 90% of my decks so good at just filling gaps in the curve or letting you grow a location by doing nothing. In this deck he's taking the spot of a Jessica Jones type with storm as you'll usually want them in the same place to secure that location. Or you can split them up drop a storm and let them overplay into it while you focus on securing the other two.
Iceman: Again goes in a lot of my decks putting your opponent off a turn 3 or 4 play can really mess them up and makes way for Xavier to lock things down.
(Removed) Nightcrawler: I'm testing and was my last add to this deck as I have been coming across a lot of either uplayable locations that this will give you an easy win on. Or more importantly lets you add a little extra to your Storm or Xavier location to put it over the top while giving you the flexibility of investing that energy before they come down.
Daredevil: the Lynch pin of the deck! As you're manipluating the board with early plays knowing what they'll do turn 5 is a huge boon and the reason this deck is so 5 drop heavy. Knowing for sure that professor X will win a location/Gamora will trigger/Hobgoblin win make it across the table safely/ or if all else fails to drop fury and play for a turn 6 bomb is usually snap informing.
Scorpion: Again part of the usual control kit, you'll want to play him turn 2 even if you have daredevil to hit the max cards possible. Imagine he's plus 5ish power across all locations or forcing them to play off the top of their deck.
Storm: Your first lock piece that you've probably been using since pool one, this time more often than not if I don't have sunspot in a good location on board I'll drop her alone or with one of the two drops as a bait to get them to drop something bigger there, basically giving them the location for free but also leaving space for Xavier to steal the second.
Cosmo: I've been facing a lot of wong decks lately and this is just the best punish for it. Often times its coming down after turn 3 and requires the most care in placement as it will messup your later plays if put in the wrong spot. Also make sure you're revealing first the turn you play him (your name is the one glowing) otherwise he will be played around or miss the chance to stop anything. Could easliy be swapped to another hate card if you're facing trouble with something else aka Armor for destroy decks or Fisk for move decks or even Shang chi for go large combos
Enchantress: Just hating on all ongoings in a location can be super useful again take care not to trip yourself up with Cosmo. Great at ruining the Patriot decks if you hold her till later, Also best stats for the effect. Before I had Rogue but being 1 power and only stealing one of what could be a few ongoings at a location just wasn't enough to put the location in your favor. I also tried Sandman at this location and had the same problem with the low power as well as most decks being okay playing one card a turn (beast/falcon decks not to popular right now)
Spiderman: I just unlocked spiderman and he fits in here great as a way to clear the path for Xavier or to a lesser extent Hobgoblin, as well as increase your chances of getting a blind Gamora, especially if you played storm turn 3. Overall synergistic with everything except of course Cosmo.
Time for the game winners these can also be shifted slightly with cards like Areo, Red Skull, Captain Marvel, and Spider Woman. Depending on what you have or are facing against the most.
Professor X (Xavier): The main lockdown man that people hate most. Pairs the best with Daredevil compared to any other card in my opinion as it will straight up tell you if you can win a lane. Just becareful to count that you'll have enough power to win another turn 6. Often times people will retreat if you snap after or right before this is revealed.
Hobgoblin: pairs great again with daredevil as -8 power it tough to come back from unless they have Odin. It feels even better in the rare occasaion that it's the 4th card to fill a location essentially becoming a 1 sided Professor X.
(Removed) Gamora: Gives the most power at her cost and with daredevil you know already if she'll trigger or not. Could make an arguement for Areo, Red Skull, or Captain Marvel all of which I don't yet have. I think she's just better than Spider Woman.
Nick Fury: Basically if one of your 5 drops isn't going to lock down a lane as a win drop Fury to give you a chance at drawing something, Usually Doctor Doom or the Leader will be your best draws, It'll also inform you its time to think about retreating if you draw poorly.
Captain Marvel: I finally unlocked her and trying her out. The moveablitly seems to be pretty good so far as if you were wanting power Nick Fury setting up a turn 6 was usually better than Gamora. am actually winning a lot of locations with less than 10 power if you're locking them out properly.
The Best part about this deck is that it gives you a lot of options. turn 5 you will usually have 2 or 3 of the 5 drops in hand and lets you really sculpt what turn 6 is going to look like and narrows what your opponent can do down to just a few slots.
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