Combined Arms Formation - Infantry

Card draw simulator

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Derived from
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Footballcoach · 441

Here's my offering for boomguy's Winning Hand challenge to build a deck that includes Joining Forces.

Episode 69 - Joining Forces

spotify / youtube

Since these Avenger/Guardian Alliance cards work best at Multiplayer, I've created 4 decks that support one another with synergistic team-ups, hence the title Combined Arms Formation (the designation given to military units comprised of multiple different types of forces working in concert). The other parts of the formation can be found here:

Combined Arms Formation - Logistics (Bishop)

Combined Arms Formation - Armor (Captain America)

Combined Arms Formation - Air Support (Star-Lord)

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How This Deck Works

This deck gets the title of "Infantry" because it brings the minion-control and tempo damage to the fight. Attack damage and flexibility are the name of the game for this Troop Commander archetype deck. Rogue wants to get high-attack allies into play and provide tempo swings all game long. As One! gets better and better as higher-attack allies come into play and you boost up their attack stats. Rogue's own personal events are very flexible, letting you choose what kickbacks you get by choosing where to put Touched. X-Gene and Deft Focus subsidize her own events.

Team-Ups

  • This quartet of decks centers around Joining Forces, and Rogue has lots of great Avengers targets for it. You can put Drax into play this way, or if Star-Lord gives Rogue Honorary Guardian
  • You should take a Boot Camp for yourself first, but then give them out to other players at the table, creating even more value out of a tempo playstyle.
  • Any Guardian ally or Honorary Guardian ally can carry an Energy Spear and really boost their effectiveness. Great targets would be Drax, Martyr, Venom, or honorary Tigra.
  • In the early game, I like to keep Touched on the Villain, in case I draw into Bulletproof Belle. Mid-to-Late game, though, Rogue becomes very flexible. She can recur As One!, Joining Forces, or Problem Solvers by putting Touched on an ally of that color and using Superpower Adaptation to steal the perfect event from its owner's discard pile.
  • If Cap gives you Dauntless, you can put Touched on Star-Lord as well. You get Retaliate passively from Dauntless, and Stalward from touching a hero. You get Aerial because that Star-Lord has it (from his Jet Boots), and that's a hat-trick for you hero-specific events, which have gone from good to incredible value.
  • Specialized Training is your only side scheme (the other players are carrying some too), but side-scheme's are more valuable than usual here due to Star-Lord's thwarting events Problem Solvers and Even the Odds. Try to get it in play early so that the whole team can benefit from boosted stats and card draw (Rogue takes combat, Cap takes defense, Star-Lord takes surveillance, and Bishop loves front-line)

And that's the deck! And that's how it works! If you have any thoughts or changes, or things that should be cut or included, let me know in the comments! Hope to see some of you at Gen-Con '25 to beat up on Loki/Enchantress for the first time!

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