Magneto - Master of Magnetism

Card draw simulator

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Beekayboy · 72

Magneto doesn't need Leadership to make him powerful.

He's Magneto.

This deck gives Erik a reliable second engine while his signature cards do what they do best: take over the game.

Master of Magnetism

Magnetic Pull is the heart of Magneto.

Discard cards from the top of the deck until you find a MAGNETIC card, then add it to your hand. As upgrades and supports leave the deck and stay on the table, Magnetic Pull becomes increasingly consistent.

Early in the game, it searches.

Later, it practically draws exactly what you want.

Survivor and Mutant Education help recycle important cards back into the deck, keeping Magneto's signature engine running.

Recruit the Brotherhood

Leadership isn't here to replace Magneto's game plan.

It's here when he needs it.

Recruitment Drive lets Erik invest resources now to make a future ally free.

Squared Off provides another massive discount by finding a minion for Magneto to deal with — hardly the most frightening proposition when you're the Master of Magnetism.

Call for Backup and New Recruits provide additional ways to find the right mutant at the right moment.

Use Every Resource

Once an ally has done their job, Noble Sacrifice gives them one final purpose.

Defeat the ally, heal Magneto for their printed hit points, and give him a Tough status card.

Nothing is wasted.

Not even loyalty.

Become Magneto

Magneto has an enormous suite of signature upgrades, and Superpower Training helps accelerate the process.

Unlike heroes who depend on one specific upgrade, Erik has multiple valuable targets. That means Superpower Training can remain useful even when drawn later in the game.

Armor. Cape. Helmet. Magnetic Bubble.

Piece by piece, Magneto becomes Magneto.

The One

The Leadership package provides consistency when the signature cards don't line up perfectly.

But when they do?

You may discover that you don't need to play a single blue card.

The deck has a backup plan. Magneto doesn't need one.

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