The Lock says IT DOESN'T MATTER WHAT YOUR CARD-POOL DOES!!!"

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The Lock says "IT DOESN'T MATTER WHAT YOUR CARD DOES!!!" 9 6 0 1.0
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KakitaJamie · 301

THE MOST ELECTRICFYING DEADPOOL IN ALL OF MARVEL CHAMPIONS

"What if I built a deck, that just doesn't care about the cards in hand?" The question I asked in the original version of this deck. https://marvelcdb.com/decklist/view/23987/the-lock-says-it-doesn-t-matter-what-your-card-does-1.0

Justice didn't have any synergies with the Plan, so Deadpool kicked Justice to the curb.

CONCEPT

Throw Plan A out the window.

So I set out to find all the cards that just wanted cards as fuel and did not care what they did. I focused on cards that stayed on board while using their abilities:

Plan B - The beginning of the deck idea. 1 card for 2 damage.

Jarnbjorn - With his basic ATK, ready from Warlock's Cape, Magic Attack, & Karmic Blast we should easily be able to activate this at least once every turn for a . 1 card for 2 damage.

Nova - As long as we are in Hero form, we are going to be attacked so we should easily be able to activate every turn for a . 1 card for 2 damage.

Black Widow - Get an annoying encounter card, spend a and get a new one.

Hawkeye - Probably the weakest of the cards but it can activate every turn without worrying about healing. Worse case it picks off a Tough status to allow your other cards to do full damage. 1 card for 1 damage.

Blackout - 1 for 1 threat removal somewhat makes up for the lack of Justice cards to activate Adam Warlock threat removal. The Confuse at the end letting you go down to activate Soul World is the win. This doesn't stay on board indefinitely but the impact, amount of activations, and its free cost warranted the inclusion.

Tic-Tac-Toe - 1 resource for 1 heal + 1 damage is a solid trade even if the damage is delayed. This doesn't stay on board indefinitely but the impact, amount of activations, and its free cost warranted the inclusion.

Stick-To-Itiveness - for a ready is a 1 for 1. With Combat Training it can at least be a 1 for 2 damage.

C.I.T.T. - Its 2 cost and 2 resources for a ready that equates 1 ATK or THW. 1 card for 0.5 damage or threat. If you add one of the 2 cost upgrades, 1 card for 1 damage or threat. The fact that it's a gave it the nod.

Rock, Paper, Scissors - Having 6 Wild Resource cards gives you good odds to guarantee a win and gain an extra card to activate more. Always choose Rock if you don't have a Wild.

Adam Warlock - Can discard for a variety of affects.

Fully set up, with Rock, Paper, Scissors, Karmic Staff, The Sorcerer Supreme, and 2 Mystic Senses you can achieve up to 10 activations in a turn (more with Mulligan). Seems like a great Plan B to achieve every turn.

PLAN C

These cards might just have some text.

The goals for the actual card selection was focused around a few key points: 1.) Cheap - I'm not running double resources nor generic resource generators. If the need arises to play the card it needs to be cheap.

2.) Resource Icon Split - Since I don't know which I need nor which I'll have I wanted to guarantee the best odds I could get at the resources I needed. So looking at the Events and Hulk/Clea, there is an even spread amongst the resource icons.

3.) Powerful - The cards do what they do well and if you need them they will help to stabilize.

SUPPORT

The other cards.

Mulligan - Real new MVP for this deck. Mulligan only cares if you played a card. It doesn't care if you've discarded a card. So do whatever actions you can, leaving enough to play Mulligan. Then Mulligan up to a full hand.

Not my Responsibility - This combos extremely well with Soul World. Go down to AE, take the Villain Scheme as damage, then just Soul World back to full health.

Audacity, Innovation, & Preservation - All of these if spent on paying for or activating certain cards have some form of additional effect. Why just use a card from hand when it can do something too?

Digging Deep - Works great with the Spells and Adam Warlock events. Reducing the cost if you play it.

Clea & Hulk - Great defense for the early game.

Deft Focus - Mystic Senses, Cosmic Awareness and Karmic Blast all cost you 2 resources if you need to play them. This helps minimize that burden so you can discard more cards.

CONSIDERATIONS

Lockjaw - The best boy unfortunately would never get played in this deck. As a result, his card advantage isn't really being used.

Armored Vest - Once set up, you won't have ally slots to defend for you. Armored Vest would be helpful in keeping Adam Warlock alive. However, there should be enough healing with Soul World and other cards.

Spiritual Meditation - Its just a cantrip for selection. As a 1 of, I feel all of the other basic cards contribute more to the overall deck.

CUTTING ROOM FLOOR

Won't go over the list individually but these are the Allies that discard or spend resources to activate that I considered. In the end I left these out because I expect my ally slots to be full with allies that don't leave the board anyway: Adam Warlock (can't play obviously), Wonder Man, Marvel Boy, Thor, Blade, Falcon, Vision, Protector, Warlock, Machine Man.

CONCLUSION

Still a fun deck. If you get the combos rolling, it's a good deck. Pool aspect gives this a better chance at beat difficult Expert encounters solo.. Will it beat most Standard encounters solo or with friend, yeah it probably can handle them.

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