Card draw simulator
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AbisMal · 338
Full Metal Boot Camp: The this deck's "boot camp" theme is exhibited in its use of Boot Camp and Attack Training (to impact the X-Men allies in play), as well as Combat Training, which impacts their leader's ATK, often multiple times.
If you'd like to see a discussion of this deck, click on the following video: Magneto Aggression Deck Discussion | Full Metal Boot Camp
VILLAINS TESTED AGAINST (in both standard and expert): Klaw; Taskmaster; Red Skull, and the Magneto villain.
Results: Just one defeat against Expert Magneto in a game that was under control. In Hero form, the villain was in Stage II and pulled an Advanced to scheme and go to Stage III; in the next round, it happened again for the loss. The very next game was a dominant quick victory, only going through half of the encounter deck.
NOTABLE ELEMENTS OF PLAY:
Dead Hand Insurance: Lockjaw.
Those of you who've played Magneto enough times know that he can be prone to having dead hands due to a combination of his Wrapped in Metal, Magnetic Missile, and Master of Magnetism cards, combined with discarding non-identity cards with his hero ability, Magnetic Pull. Lockjaw tends to be available much of the game for such situations.
This is also why I don't add Digging Deep, though I'm guessing those who do add that card see benefits far more often than they draw into dead hands; however, I've found that dead hands can be catastrophic, so I choose otherwise for my personal preferences. White Fox, on the other hand, is an easy inclusion.
Boot Camp for All: The theme of Boot Camp applies to all friendly characters in this deck, with the actual support giving +1 ATK to all allies, while Combat Training and Combat Specialist (chosen due to defeating the side scheme Specialized Training), can add up to two additional ATK for Magneto -- or a possible +3 from Magneto's Armor. The +2 can apply for up to three attacks due to Magneto's Cape and allies entering play when Utopia is already in play -- and two of those attacks might have +3 from [Magneto's Armor(/card/49004).
The two copies of Attack Training can give an ally or two an extra +1 ATK for two additional rounds as well. With Boot Camp out, an ally such as Wolverine can hit for 5 damage per turn and other allies can hit for 4 a turn.
Conclusion:
If you want a simple, strong deck that can deal regular damage throughout the game and increase that output as the game progresses, then this is a great choice for Aggression. It has a great deal of control, especially with the Confusion from the likes of Professor X and Psylocke, while providing an plenty of damage as well.