Magneto - Private Prison and Trained Infiltrators

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet

ElectExile · 3

Hello! First deck published here, let me know what you think!

The main concept of the deck is to trigger the Magnetic Missile/Wrapped in Metal combo more reliably. Infiltration feeds you extra minions (while removing a ton of threat), Generation X helps you pull Magnetic Missile right when you need it, and the Raft lets you throw the minions into prison right after you're finished with them (and gets you some back if you have a minion-heavy scenario).

Since there are only two copies each of MM and WiM, this sub-combo has been paired with Gunboat Diplomacy, CoTA, and a suite of good X-Men and X-Force allies. These allies (with Mission Training) are meant to help finish off Generation X when you're ready to trigger MM, as well as help manage the scenario with Gunboat Diplomacy.

So far only tested twice, but I'm running this through the Age of Apocalypse campaign solo now! Handled Unus and Four Horseman with only minor difficulties!

1 comments

Jun 02, 2025 LACK OF SUBTLETY · 1591

I like it. It seems straightforward and well-crafted to function how it is designed to. You have a nice low cost curve which helps with a larger count deck, that way you aren't relying on double resource cards which will be a little more spread out. I personally would be tempted to cut an ally or two, as with Mission Training, Game Time, Triage and X-Mansion, your allies will tend to stick around, and X-Men Instruction allows you to search the ones you do lose back out. But if it's working, let it work.