Card draw simulator
| Derived from |
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| None. Self-made deck here. |
| Inspiration for |
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| None yet |
bazinga · 2
Stunlock, Confuselock, Warlock
SupportLock
Lock in and power up
The goal of this deck is to boost your friends and lean back while they defeat the villain.
Core Strategy
Ideally, you want to get your own core cards out in the first rotation.
- Mystic Senses - Your primary engine; draw consistency and hero‑power fuel.
- The Sorcerer Supreme - Increase your hand size and stay in hero mode all game long.
- Soul World - Lets you tank confidently and reset your tempo.
Feel free to play any other upgrade or support; if required, you can use Quantum Magic to get back those key cards.
Support lock
With your core set, you shift into full support mode. You become a toolbox for enabling others.
Resources
- Resource Reserve Do not forget this is an action which can trigger in any one's turn, and with your 7 resources you should always be able to provide something.
- Helicarrier - Universal team support.
- Avengers Mansion - Provide a resource or possible that key card.
- Mission Leader - Yay more resources.
Stats
- Attack > Aggressive Conditioning + Combat Training
- Defence > Defensive Conditioning + Armored Vest
- Thwart > Heroic Conditioning + Heroic Intuition
- Adam Warlock hero action: discard a leadership card > boost a hero's stats.
- Ally spam > provide a free Boot Camp.
Utility
- Dr. Sinclair you can consider exchanging her for The Night Nurse for basic stat users being stunned or confused is of course terrible, and the Night Nurse can prevent that a bit faster.
- The Raft get rid of annoying powerful minions.
- Cosmic Ward you will have the resources so why not?
- Maria Hill resources and a blocker.
Best Synergy Partners
This deck excels with heroes who:
Use their basic stats frequently, and Ready multiple times per round like:
Summary
A flexible support‑control Adam Warlock build that:
- Buffs team members with free upgrades
- Generates resources for the whole team
- Provides burst damage/thwarting near the end of the game
- Shines with heroes who ready often
- Tons of fun!
Food for thought
After going twice through the deck you have a bout 20 cards left given that you get 6 + 2 (Mystic Senses), combined with a Nick Fury or Cosmic Awareness/Karmic Blast you will go to your deck about every 2 turns. You may consider adding more cards to the deck.
Your goal is to support others; do not shy away from changing this deck. If you have no one going to defend you could shift your Armored Vest and Defensive Conditioning for 2 protection allies to help with blocking in that way.
No readying team members?
I would probably pick another deck, though it can still be fun to buff yourself. If this is your plan, your Warlock's Cape becomes valuable. I would soak an attack from another hero and just let the villain hit you in the face. You can use Soul World to boost yourself back to 20 hp.
To prevent Pip the Troll from whiffing your Summoning Spell play him once an never touch him again :)