The Rise of the Phoenix

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
The Phoenix Ambush Tactic 0 0 1 2.0
Inspiration for
None yet

Goatzilla · 176

Note to new players without all the packs needed: She can be good on her own, all the packs added here are making it simply more fun and enables combos! Just follow the tactics under here and she will be fun, you have my word!


At first, I was really disappointed after buying this hero. She was always one of my favorite superheros and I couldn't get to do anything interesting with her deck. Now that I fully understand this game, she has become my favorite character to play.

Firstly, analyse your opponent and the scenario. Then ask yourself: is this a fast increasing scheme, slow scheme or a balanced game? For the first, I would suggest only unleashing if necessary (or really late in the game when all threat is gone and your play area is fully set). And try to keep at least 2 counters on her Phoenix Force card because when Burning Hunger comes up, it ruins your plan. For the second, I would unleash after 5-6 rounds so you get to stun, confuse and hit hard the enemy. And for the last, I would unleash mid-game, maybe after a first empty deck.

61% of the cards in this deck have a ressource cost of 2 or less so take the time to build your player area with allies/support/upgrades. When she is restrained, she's a thwart beast so no worries. With White Hot Room, you can recover 5 hp in a round (7 because you get to use the White Hot Room at the beginning of your next hero phase before switching back). And with Under Surveillance, it gives you a buffer round to switch without becoming too much paranoid.

When you're comfortable with your player area setup, unleash the Phoenix and go all out! 9 damage and overkill with Telekinetic Attack, Multi hits with Psychic Blast, duo effect and 4 threat removal with Telepathic Trickery, all you need to do is bring an ally or Telekinetic Shield to block the incoming damage. And the low cost thwart events will compensate for the scheming.

Combos?

  1. Once you have the Phoenix Suit and Sense of Justice, You can thwart for 5 at the cost of 1 (and maybe even draw a card!)
  2. Cerebro and Jean Grey is a classic in my book: With this hero, I switch often. You get 6 cards + an extra hero card usually used for resources. I only play Avengers Mansion when I can, but when it is up, this would give you 8 cards on your Alter-ego turn!
  3. When Cerebro, Danger Room, Utopia, X-Mansion and an x-men ally are in play, well that 8 card round is quite interesting! You get to attack/thwart with an x-men, heal it with X-Mansion, then draw the hero you want with Cerebro, exhaust Danger Room and Utopia to ready the hero that attacked/thwarted earlier and give the new x-men Mission Training. Then you switch to hero form, and you have a lot of actions to do with those 3 x-men!

She makes a justice deck fun to play, which not all heroes can achieve.

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