The Mutant Genesis | Storm, the Natural Leader

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Cappster_ · 145

The Mutant Genesis

This is a set of eight hero decks from Mutant Genesis / Wave 6. These eight decks only require one Core Set, the Mutant Genesis Expansion box, and the six Wave 6 Hero packs. All eight can be built at once, and can be mixed and matched for multi-player games.

I learned a very valuable lesson from Sentinels of the Multiverse. Well, two lessons, if you include that I absolutely love superhero-themed, card-based, cooperative games that can also be played solo. The main lesson was this: Do not try to haul the entire collection to game night. More relevant to Marvel Champions - Never do deck building at game night.

Marvel Champions had just hooked me; I enjoyed playing it two-handed solo and wanted to try it out with my weekly gaming group. With these lessons in mind, I approached deckbuilding a little differently with Mutant Genesis and the accompanying wave of mutants. Armed with only a Core Set, Mutant Genesis, and the Wave 6 Hero packs, I constructed a series of grab-and-play decks that could be used interchangeably for 2-4 players (Probably solo, too, but I never tested them). These decks were tested against the Mutant Genesis Campaign, and all of the decks were successful in their pairings.

Storm

Storm, the Natural Leader

This Storm deck sticks with its precon-suggested Leadership aspect. It focuses on building and buffing a board of allies and taking command of the forces of nature to adapt to the game's board state.

A Natural Leader

Storm has a small but fierce set of Allies, either with powerful Enters Play Responses, or cost-effective stat lines that Storm can buff into super-charged long-term value-engines. Forge will help jump-start your economy by targeting The X-Jet, or support your allies with Uncanny X-Men, Utopia, or the X-Mansion. Pixie helps you recur an ally. Professor X has good utility; he has a big Thwart and can confuse an enemy or ready an X-Men ally. Mirage can occasionally stun, and Gentle is your muscle.

But it's not just ally presence on the board. Storm takes it one step further. Uncanny X-Men discounts allies and gives them an extra HP - essentially an additional activation. Leadership Skill and Inspired push their stat lines higher to make them a threat to any enemy. "To Me, My X-Men!" helps you fish for an ally in a pinch, and then returns it to your hand (if it was still in play) after you've drawn your new hand of cards. Utopia tops it all off by allowing you an extra ally on board, and additional readies when allies enter play.

Setting up Storm's economy is paramount, so make sure to prioritize Storm's Crown, The X-Jet, and Uncanny X-Men. Your game will run much smoother with two or three of those out.

A Leader of Nature

Control of Storm's Weather Deck is essential to her success. Sequencing plays a critical role when you have one free weather switch every turn via Weather Control. Weather Goddess gives you a little more flexibility and can give you a crucial bonus activation. Remember to use your Ask for Actions to set up the Weather in a way that benefits the table best, and to ensure you don't leave the Weather in a position that benefits the Villain (they get the bonuses too!). Generally, you want to leave the Villain dealing with Hurricane or Blizzard, while keeping Thunderstorm to yourself.

Ideally, you'll want Storm's Cape & Storm's Crown out as early as possible. The Cape gives you extra readies for Storm, and the Crown gives you the resources needed to keep up the pressure.

Mutant Education plays a considerable role in Storm's Weather control. Typically, Weather Goddess will be your primary target. As you move into the mid to late game, you'll want to target Lightning Bolt to quickly close out the game. In certain situations, like minion-heavy scenarios like Ultron or Sentinels, targeting Blast of Wind might be the move. X-Gene will also help you pay for these events too (12 total!), so make sure to have it out as soon as possible.

The Mutant Genesis Deck Lists

2 comments

Sep 13, 2025 Lennalf · 286

This is a very cool series you're doing!

Mathematically, TMMX with only 5 allies is going to miss roughly 50% of the time, and that gets worse once allies are on the board. I would strongly recommend "borrowing" additional allies from whichever decks aren't being played to get the ally count up to at least 10 (78% odds for TMMX), or preferably even 12 (85% odds). Angel, Colossus, and Beast are great, and Havok and Longshot are worth running just to get the odds higher. (These are all available in the specified products.)

If somebody likes this deck concept and really wants to see it shine, pick up the Magneto pack. It has 5 excellent allies that work great in this deck. Most of them are Psionic as well, which opens up the possibility of running Cerebro. To make room for the extra allies, I would cut Inspired and Leadership Skill completely.

I hope these recommendations are helpful to my fellow Storm fans. Thanks for sharing!

Sep 14, 2025 Cappster_ · 145

In general, I agree. When I build Storm without restriction, I generally go more ally heavy (generally 8-10, as you mentioned). Kid Omega is a favorite, and M is especially good when pulled with TMMX.

But for this exercise, I'm limited to what's available, and I made Cyclops the swarm commander. This Storm is more "Voltron", Inspired allies are +2 atk during Thunderstorm, and Leadership Skill is a 2ER no-waste 3 damage/thwart.

In the games I've played with this deck, TMMX was primarily used to get an ally on the board (then hand) early in the game. Once they are on board and buffed, they hit like trucks and stick around a turn or two extra.

The bulk of the work comes from the Mutant Education + Lightning Bolt/Blast of Wind + Thunderstorm loop. Storm's hero events are ridiculously powerful, and everything in this deck is in service to getting her to the place where that loop can go off as often as possible.