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This deck specializes in versatility and getting the 1-up on opponents.
Note: Zoo is dependent on locations.
- Kitty Pryde - As a 1-cost card, Kitty can be played Round 1 if she’s in your starting hand. If you’re unable to play her on the first round, both Forge and Hulkbuster are able to boost her power to where it would be otherwise, or even further increase it.
- Ghost-Spider - Gwen excels in repositioning cards on the arena where Iron Fist can’t, even able to synergize with him to place single buffed cards like Venom or Gamora in a location to the right of the arena without occupying space herself, or to maneuver cards like Shang-Chi or Scarlet Witch into position for Odin to reactivate. If Odin is the 4th card in a location, you won’t have to worry about playing Iron Fist beforehand to avoid cards being pulled to her once reactivated.
- Iron Fist - An unexpected but necessary part of this deck, Iron Fist specializes in moving cards to the left of the arena. This is best utilized immediately before White Tiger (to free an extra space) or Gamora (to relocate her to a better location after her power is increased) are played to situate them elsewhere. [Note: For some reason, when this card is reactivated by Odin, he will move instead of the next card.]
- Forge - Forge packs a punch in any deck, increasing the next played card by 2 power. This works especially well with cards like Kitty Pryde, Hulkbuster, and Bishop to gain maximum advantage of their power.
- Hulkbuster - A surprisingly versatile card, the Hulkbuster is able to increase the power of any random card at a location by its own power. Playing this after Forge in an empty location on Round 4 (or when 4 energy is otherwise available) ensures a 7 power card (unless afflicted) as a result. [Note: If played after Iron Fist, the merged card will be treated as the newly played card and his ability will still activate.]
- Scarlet Witch - A crafty addition to any deck, Wanda is able to change any location when her ability is activated. Best if only used in a pinch, the results can make or break a match. If you’re really needing the help, play Odin to reactivate this.
- Bishop - Bishop is another card with a fair risk-to-reward ratio. Best played early on Round 3 (or when 3 energy is available) to increase his power as much as possible or on Round 4 (or when 4 energy is available) before Kitty Pryde. Each turn she is played, Bishop increases by 1 power, meaning only her being played each turn ensures cards with a minimum of 4 power and 3 power respectively by the end of the match, either reaching up to 11 power (unless afflicted) with other cards being played and their abilities being added. [Note: A Tiger Spirit being created does not count as a card played.]
- Venom/Daredevil - Venom assists by not only destroying unneeded cards in a location but by also merging them with himself to gain their power, also able to be relocated by Iron Fist or Ghost-Spider and even reactivated by Odin for maximum condensation in a crowded arena. [Note: For some reason, Venom will absorb cards at their current power and not their base power when they are afflicted. Don’t forget that he only destroys cards that have been revealed when he’s played, and not when moved.] / If you’re worried about Venom being activated prematurely by other conditions, swap him for Daredevil in your deck. Daredevil is a good card to deploy before Round 5 to plan placements for cards like Shang-Chi, Gamora, and White Tiger as well as any cards to be played before or after them.
- Shang-Chi - A nifty tool to tip the scales back in your favor, Shang-Chi is able to counter cards like Gamora (after her ability has activated) and Magneto (who will move your 4 cost cards to his location) by destroying them, further helped by playing Odin on the last round to reactivate this. [Note: In addition to not having any effect on unrevealed cards, this seems to not work against cards with 10 power or more via their power being doubled.]
- White Tiger - Another risky card, White Tiger is best played late-match to take advantage of the potentially limited spaces available for her Spirit Tiger to be created due to the 50/50 chance of being placed in either location this card wasn’t played. This card works best when White Tiger herself is relocated and then reactivated by Odin to maximize the distribution of her Spirit Tiger cards.
- Gamora - Gamora is another card able to pack a serious punch and tip the scales in your favor in the right situation. She gains 4 power when any enemy card is played at the same location the same turn, and when paired with Iron Fist, Ghost-Spider, or Odin she is able to not only move to another location but also be reactivated for an increase to 16 power in total.
- Odin - The final card in the deck, Odin is a powerhouse with 8 power. Without any other conditions, this will be the last card you play. He activates the abilities of all other cards present in the location he is played, potentially causing a chain reaction of epic proportions, good or bad.
Every fortress falls; It is not the end.
It ain’t if you fall; But how you rise that says who you really are.
P.S. Ideally I would have a deck set up like 1(x3), 2(x3), 3(x2), 4(x2), 5(x1), 6(x1) for a better cost-per-round ratio, but in my mind swapping in Daredevil accounts at least somewhat for that imbalance.
Last Updated: April 21, ‘24
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