Dads of Future Past: Part II

Card draw simulator

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Derived from
None. Self-made deck here.
Inspiration for
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doubleonad · 135

This is one of a pair of decks that must be played together. The other deck is located here: https://marvelcdb.com/decklist/view/40801/dads-of-future-past-part-i-1.0

We are in a terrible timeline - one worse than a dystopian nightmare where giant robots are rounding up mutants and putting them into concentration camps. Scott and Nathan are having a simultaneous mid-life Crisis! Consequently, they're also having a mid-life Accelerate, Amplify, and Hazard.

They bought a sports car:
Car

And wrecked it:
Wreck

Nathan is skipping work...
Work

...and trying to pick up younger women:
Women

Scott even went skydiving without a parachute! Skydive

These dads are out of control, and it's up to the kids and their friend Kitty to fix the timeline again and get things back to the way they should be: Punch

How it works

The key combo here is Cable putting out Live Dangerously during setup, and Cyclops using Shadowcat to cancel the icons on it. Ideally you play this in a 4 player game so everyone can reap the benefits of the increased hand size, but it works perfectly fine with just 2. The only drawback in 2 player is that you can't put out other player side schemes because they will discard Live Dangerously. If you ever are forced to discard it (like if Technovirus Resurgence comes up), you can use Professor to get it back.

Your top priority is keeping an ally out at all times in order to enable Mutant Mayhem.

Your best ally is to bounce Hope Summers because she lets you grab a Superpower event, but Marrow can be great for extra damage. Remember you don't always have to get a "when played" effect out of an ally. Sometimes just resetting their health to full is nice. Sunspot doesn't get his effect when bounced this way, but when you pay for him normally (maybe after a Regroup), there are a decent number of resources in this deck, so you can get some good AOE damage out of him. Also note that Caliban's Response is not Forced, so you don't have to keep milling your deck if you don't want to.

The other Player Side Schemes won't get used in a 2 player game, but I chose them based on usefulness for larger games. Feel free to sub in whatever other schemes fit your group. If I understand it correctly, you can play one of these to overwrite Live Dangerously if things get out of hand. Then you can use Professor to get it back when you're ready.

Also, if you're playing 2 player, you can cut X-Bunker because it won't really get used.

X-Force Recruit can be played on your identity to keep Uncanny X-Force functioning while in alter ego, Or in a pinch you can use it on a scenario-specific guest character like Magneto.

Cell Phone will let you get some out-of-turn activations in, so you can use allies a little more before you bounce them. Also, I just like the idea of the dads calling to check on the kids. "Where are you? In the future again? I don't care if you can time travel - just be home by 9:00."

Because of the extra hand size, it doesn't feel as bad to save cards from turn to turn. So don't be afraid to keep a copy of Mutant Mayhem to ensure you can keep the combo rolling.


This my first published deck idea. Let me know if you like it. Please tell me if you think I'm missing something that should be in here or if I made any mistakes, Thanks for checking it out!

3 comments

Aug 03, 2024 dr00 · 44996

love decks that work together. i really wish it were a specific feature on this site, but i commend you for putting two decks together very clearly

i also commend you on going with a super lean 4 player side schemes! that's some very strong work being able to whittle that list down. i'd be so compelled to jam everything in, especially with Live Dangerously. i usually just reap the benefits and then discard it, and i love the strategy here of just ignoring the icons. Mutant Mayhem, Regroup, Med Lab, and Shadowcat seem so perfect though. absolutely love it.

Aug 05, 2024 doubleonad · 135

Thanks dr00. That means a lot coming from you, as I have enjoyed so many of your decks and write-ups. In 2 player, those side schemes are there solely for a bail-out to overwrite Live Dangerously if things really get out of control. I will never put them out unless it's a 3 or 4 player game. I am committed to keeping things "dangerous" the whole time. :)

Honestly, the +2 cards so fundamentally alters the economy of the game, that it's better than any other side scheme I could put out. It's easier to handle removing villain attachments. Less painful to hold a card for the next turn. Discard effects from enemies don't hurt as bad. Everything is balanced around the idea that players will have 5 or 6 cards each turn, and having 33-40% more resources and options available kinda breaks things. It's even more impactful if you have low hand-size heroes involved, like Sp//dr, Thor, Colossus, etc.

That said, in 3 or 4 player? Go nuts with them, and feel free to swap them with whatever works best for the group comp. I keep all my PSS cards separate in my box so I can freely swap them in and out of decks as needed, especially for Cable, who I play a lot.

Aug 05, 2024 doubleonad · 135

I just played this combo against Expert Hela, and it was a very good test of the strength of the two decks (and the whole +2 cards thing). First of all Hela, is kind of a hard counter to Cable. She scales off side schemes, so even if you're playing multiplayer and can do more of them, you may not want to. She also has some stuff in her recommended setup that prevents players from readying.
We also didn't find Kitty until like the 4th round I think? She was in the last 10-12 cards in the deck. Mulligan, To Me My X-Men, nothing was working. And even without her we were fine - we just couldn't thwart the main scheme. I can't stress enough how strong it is to start with Live Dangerously out from the start. It's crazy.