So my son and I have been playing the new game for a couple of weeks now, and we do enjoy it. We've tried a variety of deck types at this point. The ones we seem drawn to the most are Star-Lord, Thanos, Magneto, and Storm, but we've also been experimenting with some others. Of these others, I believe my favorite is this Wolverine deck I've been working on. It hasn't been tested exhaustively, but so far it seems pretty good.
One thing you'll notice about it is that it plays at least as many Guardians cards as X-Men. I don't know about anyone else, but I find it very hard to build decent 2PCG decks that don't do that, even aggro decks. Yondu seems to end up in every deck I build, along with Even the Odds, and Give 'em a Lift is really solid in aggro decks.
Main Character
Wolverine (X-Men)
Supporting Characters - 25
[1 - 4]
4x Yondu (Guardians)
[2 - 11]
4x Agent Venom (Guardians)
4x Daredevil (Avengers)
3x Namor (X-Men)
[3 - 6]
4x Rocket (Guardians)
2x Gamora (Guardians)
[4 - 4]
4x Storm (X-Men)
Plot Twists - 16
4x X-Factor (X-Men)
4x Even the Odds (Guardians)
4x Give ‘em a Lift (Guardians)
4x Open Fire
Locations - 19
4x School for Gifted Youngsters (X-Men)
4x Knowhere (Guardians)
4x Fortress
4x Training Ground
3x Laboratory
All the 2 drops are solid, and there are a lot of them, because turn 2 is the one where you don't want to miss or underdrop. You need someone else to attack with besides Wolverine early on, and Yondu can't do the job, usually. Agent Venom is a 3/3 who can grow to 5/5, although when you add the counters you become susceptible to Even the Odds. Daredevil is a 3/3 who becomes a 6/3 when attacking a main character. That means you can attack a supporting character with Wolverine and wound their main character with Daredevil, increasing the chances of avoiding a wound on Wolverine. Namor is a 3/2 with flight who doesn't stun back when attacking the back row. With an Open Fire, he can generally stun an opposing main character.
The best 3 drop is generally the 4/1 Rocket, because he can get back a used plot twist or location for you from the KO'd pile. That is a potentially game winning effect. In the few games I've played with this deck, the difference between winning and losing has often been a single plot twist, which you have or you don't. (I induced a scoop the other night when Rocket got back Even the Odds, for example.) Gamora is a 3/4 who KO's any supporting character she stuns while attacking. Her job is to help keep the path to their main character clear.Storm is a 4/6 4 drop that I play here both because of her great effect, and because of her flight. When the game goes a little longer than you would like, it really helps to have Give 'em a Lift, to give Wolverine flight, and someone to team attack with. When you are going for that last wound, it's nice to only have to worry about stunning their main character, because this deck doesn't have a lot of big bodies to take out front row blockers.
This deck plays a full complement of special locations for both X-Men and Guardians. School for Gifted Youngsters is for use with Wolverine and Storm. Knowhere is for Rocket, Yondu and Venom. Of the basic locations, Fortress (Green) is needed for Venom but more especially the L2 Wolverine, who uses it to heal wounds. Laboratory (Blue) is used only by Storm, and perhaps should be dropped to two copies. Training Ground (Red) is the key one. It is used by Wolverine to get +3/+0, by Yondu, and by Rocket. Obviously the deck is heavily dependent on red locations, but each character that needs them has eight ways to get one. The takeaway here is simply to save the special locations for use as reds or, later in the game, as greens.
Three of the four plot twists are purely offensive in nature. The fourth, Even the Odds, is multi-purpose. You can use it to shrink pumped up opposing attackers back down to size, or to remove a defender's counters to push through an attack. In my opinion, it's simply too good and too versatile not to play in any deck that plays a significant number of Guardians characters. Underwhelming as it is by the standards of the original game, Open Fire is the best generic attack pump in this one. The L1 Wolverine generally needs one of these or a red location to stun an opposing main character. X-Factor is not a pump, but it does allow your biggest character to attack twice if he doesn't get stunned back during his first attack. Some people would play Squad Tactics here, but so far I think X-Factor is a stronger play.The MVP of the plot twists is Give 'em a Lift. The only bad thing about this card (and this goes for Even the Odds as well) is that you have to have an upright Guardians character in order to use it, but that will normally be the case when you are attacking and need flight. The +1/+1 counter is nice, but it's the flight that is critical. Against decks that don't play their main character in the front row (as this one does), you need to be able to hit the back row, and often that requires leapfrogging a blocker rather than attacking him. Storm and Namor have flight on their own, but everyone else needs a little Lift.

2 comments:
I still haven't had an opportunity to play this game, but one thing I was afraid of was not crediting the artists on the cards. I know probably 100% of the cards are recycled art from Marvel, but knowing who drew what would be nice.
The card images in this post are actual Upper Deck 2PCG cards. For some reason they don't credit the artists. In my own custom card templates, I always include the artist.
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