Minion Magnet

Card draw simulator

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Derived from
None. Self-made deck here.
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L3w15 7 · 11337

Deck concept Magneto is overall a fairly standard hero. Most of his kit is just generically strong cards that we've seen plenty of times before on other heroes. For this reason he can be played in pretty much any aspect and do fine. The cards that struck me the most however are the pair of Wrapped in Metal and Magnetic Missile. I knew that if I built a deck not taking these into account then I was probably going to have to use them as resources the majority of the time - and then he would lose the one thing that made him unique and just feel like a Captain America with 4 blank cards in his deck.

So - how do we best make use of Wrapped in Metal and Magnetic Missile?

Minion Engaging

The card that first occurred to me was "Bring It!". This has pretty much perfect synergy with Wrapped in Metal, and allows us to play a minion engaging based strategy. Our minion engagers (Angela, Looking for Trouble and the new Face the Past) can help make sure we consistently get a new minion out. And then if we leave one Wrapped in Metal then each of our copies of "Bring It!" will draw us 2 cards (sometimes 3). In addition we have other ways to benefit off of lots of minions engaged with us with cards like Thor, Throg and Metal Shards also benefitting from being engaged with minions.

It's worth mentioning that Face the Past unfortunately will bring us out an elite minion which can't be Wrapped in Metal. I still feel it is good enough in this deck though because it still synergises well with Throg and Metal Shards.

Why all those player side schemes? Keep Up the Pressure and Superpower Training are genuinely the perfect cards for this deck. The biggest issue with Wrapped in Metal is that you don't always have it when you need it. It's a situational card, and sometimes you draw it at when you don't have a minion, and other times you draw Magnetic Missile but you don't have Wrapped in Metal. Keep Up the Pressure can be left in play right up until the right moment and then easily cleared with a basic thwart to search out Wrapped in Metal as soon as there's a non elite minion to wrap, especially if you also have drawn Magnetic Missile to pull of your combo. Alternatively, if one of your minion engagers gives you an elite minion then you can thwart Keep Up the Pressure and search out Metal Shards to clear it and gain tough.

Specialized Training is mainly there to combo with Magneto's Cape giving us consistent readies. Usually I go for the thwart upgrade as this is a weak point in an aggression deck. You can of course go for the attack upgrade as well though as there will likely always be a minion to give you good use of it.

More Stat Buffs On top of Specialized Training I decided to also include both Combat Training and Civic Duty to further take advantage of the cape.

Civic Duty is a card I often feel is overlooked. Thwart is a very powerful stat, and the ability to hold 2 thwart (thanks to the cape) for any turn where you need it is very strong, especially in an aggression deck and especially playing in solo.

The rest The rest of the deck is largely filled with good resource cards and good allies.

The only one among the bunch that might need some explaining is Wasp. This is a card that I again view as a bit of an underlooked staple in aggression decks. Finding the energy resource is usually quite easy to do, so she's just an incredibly efficient card. Sometimes you'll just pay 1 resource for her, which means you went down 2 cards to get an ally block which is already good. Other times you may pay 2 resources and get to deal 3 damage AND block, which is basically the same as playing Concussive Blast or Drop Kick but it can even be done against a steady villain. And then very occasionally you can make her huge if it just happens that a lot of your hand isn't playable.

Conclusion This deck is really fun - you get to consistently pull off Magneto's coolest combo, and you get to draw tonnes of cards off of "Bring It!" as well. It's also quite strong, especially in minion heavy scenarios.

Other cards to consider 1) Battle Fury and Blood Rage both could easily have a place here. They synergise well with the deck and provide a bonus for using our basic attack. I decided not to include them as I felt like the payoff for engaging/defeating minions was good enough without them and wanted to focus on consistency instead. This is the same reason I'm not playing cards like Moment of Triumph.

2) Attack events. There's definitely a version of this that you could build with cards like No Quarter and Into the Fray etc. I felt like Magneto's own cards were already giving me enough payoff for defeating minions and I instead wanted to focus on searching out his cards and minions to kill with them.

3) (Dive Bomb and Bombs away). These are both strong cards in this deck as Magneto can gain the aerial trait and they're particularly strong with lots of minions out. However, I felt like I had enough benefit to having the cape out and minions out that they weren't needed.

2 comments

Nov 17, 2024 journeyman2 · 25601

I dig the Civic Duty tech here! Unfortunately, Keep Up can't get Missile since it's not an attack, but not being an attack has plenty of other uses!

Nov 17, 2024 L3w15 7 · 11337

@journeyman2 Woops, that's quite an assumption I made!

I've had a chance to play the deck a few more times and I realised that actually I wasn't searching Missile as much as I thought I would anyway. A lot of the time if a second minion is engaged with me I'd rather grab Metal shards to gain tough and then keep the fist minion wrapped up for bring it draws.

It's especially nice that the two player side schemes give you flexibility in that Wrapped in metal is great if you have a nonelite, and Metal shards is great if you get an elite (which tend to have more health).

I've updated the guide to reflect this change in philosophy.