Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
kevinrbrown · 14
2H Solo Deck
This is an X-23 deck built to be a nice, big, chunky brick for both frustrating villain attacks and smashing face. It's not absolutely terrible in terms of threat management, but really prefers to be paired with a more dedicated thwarting deck in 2H solo play rather than being a standalone solo deck.
The gameplan is straight-forward: drop Honey Badger into a board with Danger Room, get a Protective Training on her, use her and Laura to beat-up the villain while defending every single turn you can to mitigate damage and make the most of Laura's deep pool of HP.
ALLY CHOICES:
Elixir is a good way to keep Honey Badger in the fight, and can act like a battery for her in the event that you needed to play her into a board without Danger Room.
Forge helps grab Danger Room or any of the other nice supports in the deck.
Gambit can help deny access to cards like Shadows or Isolation. Depending on how the game is going, Gambit can also do surprising clutch things like just gab an Advance, take Protective Training and just block for a turn or two.
Karma can help solve a number of awkward board states (or turn a mediocre board state into a favorable one), is a great Cerebro user and is a nice roadblock for villain attacks.
Polaris can help to compound board states where you have a big wall of chunky blockers, like Gambit wearing a Protective Training or Karma who would otherwise just sit around. She's also a surprisingly greater Protective Training user, delivering 10 - 12 damage over the course of her life.
Prof. X gives us our only native free Alter-Ego access. He's the primary target for X-Men Instruction, which can allow for Confuse loops if Karma is on the board to use Cerebro.
Triage is a flex slot. You could put an extra X-Men Instruction here if you like or trim it back or add something else that better suit your taste. I like Triage for her ability to help a Gambit wall persist even longer or squeeze more damage out of Polaris or keep Honey Badger in the fight absent any other tools. Plus, 2 cost ally. 2 cost allies are great.
Game Time is here to get more value per turn out of Honey Badger; it can also help you go ham with Gambit if you can get a big boost card on him or Polaris if you want even more value out of Lorna.
X-Men Instruction is here if we need to get Honey Badger back into the deck for any reason and also helps us get additional uses per deck cycle out of Charles, so we can roll down to Alter-Ego with less risk.
PLAYER SIDES SCHEMES:
Build Support enjoys a target rich environment with this deck; most often you'll probably just grab Hellicarrier for the economy boost, but it can also guaranteed Danger Room or slap the X-Mansion down or help a turn out with IPAC
RESOURCES:
The Power in All of Us has 9 different targets, which is 4 more than the threshold of 5 I have for including it in a deck.
The Power of Protection should not by my own laws of deck construction make it in, as it only has 4 targets. Trim it or replace it as you wish. I just feel naked without my aspect double wilds.
SUPPORT:
Avengers Mansion / Helicarrier is my favorite core econ package in Marvel Champions by far. Rock solid, stable value cards that are excellent targets for double resources. Helicarrier is probably the ideal target for Build Support most of the time.
Cerebro helps set-up some Confuse loops to buy extra turns in Alter-Ego, can help find Honey Badger and can squeeze extra value out of Laura's Alter-Ego ability.
Danger Room is how we get our Protective Training bods on.
IPAC is a flex slot. In my opinion this card is the premiere payoff for the X-Force trait and very thematic, giving me more cards in exchange for a more exciting villain phase. I appreciate that getting extra encounter cards is intolerable to some. Feel free to trim this amazing vehicle.
The Night Nurse is a flex slot. I like being able to knock-off Stun / Confuse without spending an activation; she could be trimmed or swapped quite easily.
Weapon X helps Laura get her kit online and guarantees she'll be able to make use of Sisterly Bond in the event that Honey Badger is taken out of the fight.
X-Mansion is a thematic flex slot. I like that it can help sustain a Gambit wall, can provide infinite Honey Badger activations and helps keep Laura's butt big. Could be trimmed or replaced.
UPGRADES:
Defensive Conditioning gets us near the threshold where The Power of Protection is viable, thickens Laura's butt and helps us get even more value out of each Hit Point we put on her. Be careful with that extra defense stat; if you have this in play against a low ATK Stage I villain, it might be worth it to not defend against some attacks to avoid starting your turn exhausted.
Protective Training gives everyone a nice thicc bod to enjoy. Polaris, Gambit and even Forge can be on blocking duty for multiple turns in a row, or can covert their training into sicko damage.
Symbiote Suit gives us maximal thiccness. Be careful of compounding that Hazard icon with IPAC. Or don't. Heck it, assert your dominance over the bad guy by allowing them to play 3-4 encounter cards in futility. It's unfair, but what are they gonna do about it? Call the cops? Ha ha ha. Losers.