SCL S15 R2 Colossus vs Master Mold

Card draw simulator

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PackAttackCB · 47

I played approximately a dozen practice rounds vs Master Mold with this deck, and distilled it down to this list by removing cards I was finding that I was not playing. I finished my games clean in 6/6/7 turns

Key aspects of this SCL round:

-You CANNOT let Master Mold I scheme for his activation. If you flip down with zero threat on the main scheme, it can pop the first main scheme with a combination of 1 threat from the beginning of the villain phase, 1 or 2 more threat from MM's scheme, and the potential to add up to 4 more threat by revealing a Sentinel Mark VIII which then could potentially get a Unit Upgrade. This exact scenario adds 6 or more threat in a single villain round, wrecking your SCL score.

-To combat this, I personally REFUSED to spend Armor Up as a resource, no matter what I might want to spend it on. The ability to shuffle a specific card into Colossus' deck, draw an additional card for the turn, AND generate a fresh tough status token was too valuable to waste.

-I ONLY flipped if I had Armor Up in my hand before flipping OR if I had ~50% chance of drawing Armor Up within the six cards Colossus draws at the end of the turn. I would modify these odds by shuffling in Armor Up with Piotr's ability whenever possible.

-Don't get caught up on healing Magneto. This is an aggression deck, so this is a sprint to the finish. Master Mold only has 26 base hp between his two phases. One swing from Magneto is more than 10% of Master Mold's total base hp. I aimed to defeat the initial sentinel minion with Magneto so that going into turn 2 he would still have his full HP. After that, smack Master Mold as much as possible with Magneto. I ended my three games with Magneto at 3, 1, and 0 hp.

-Play that Organic Steel. You get it at the beginning of the game for a reason.

-MULLIGAN! Colossus is dependent on Iron Will, Organic Steel, and Titanium Muscles to keep the cards flowing. I found I was also happy with Deft Focus, The X-Jet, or Helicarrier. Anything you can do to generate extra resources makes the hand size of 4 feel tolerable.

This deck is by no means perfect, but I was quite happy with the unique list I came up with. How is it unique? I did not include The Power of Aggression. I found that between Colossus' hand size of 4 and my inclusion of only 10 aggression cards that could utilize the double resource, the trade off between awkward four-card hands and the ability to accelerate out specific red cards wasn't worth it. It was too costly to leave Colossus with nothing to do on a single turn bc of his economy's dependence on tough statuses.

Uniquely, I also included two copies Gatekeeper. I felt it was a better version of Chase Them Down for two reasons- 4 threat removed is more than 2, and Chase Them Down requires a hero attack to be the final blow. Magneto wants to heal by dealing the final blow. Gatekeeper let Magneto heal AND remove the threat- GREAT!

The worst performing cards in this deck were probably Into the Fray and Wolverine just bc Magneto can defeat anything 3 hp or lower for "free." So then you're using Into the Fray for enemies at 4, 5, or 6 hp. That's not really taking advantage of the threat removal. It was too costly to play in my games for the round, and it's a dead card when no minions are on the board. By comparison, Wolverine was basically only useful for his piercing. He's quite expensive for Colossus, and I tried to protect Colossus' tough statuses by blocking with allies when possible. So why spend 4 to hit for 3 and chump block when I can spend 2 to hit for 1 or 2 and chump block? The games were too short to abuse Wolverine's healing

I hope this was helpful. Best of luck in your games!

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