Red sky in morning, villain take warning!

Card draw simulator

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SoloMarvelChampion · 5568

Red sky in morning, villain take warning!

This is just an Aggression (red) rush deck. Its not always going to get you the two or three turn win, but it feels REALLY good when it does!

I've only tested it on Sabretooth (Standard) and didn't bother with the threat. I chose Sabretooth for two reasons:

  • Threat can be a real concern:
    • To save Robert Kelly you need to clear a Crisis Side Scheme: Find the Senator
    • That Crisis icon means I can't thwart the main, and when it gets to 6 or more threat the Senator takes 3 damage instead of 2 at the top of the Villain Phase.
  • Sabretooth will heal after every activation so his 28 total health (in Standard) is really 30 to 35 depending on how many times he activates and how big those boost cards are!

So it's really just a test to see if I can completely ignore threat, meaning:

6 Wins:

  • One 2-turn win
  • Three 3-turn wins
  • Two 4-turn win (slightly, but not terribly bad luck)

1 Loss:


One Change!

I meant to swap Warrior Skill out for Counterattack before publishing this deck!

Counter Attack's cheaper and since I'll be taking the villain attacks, it has more value in this deck than Warrior Skill!


The goal

The goal is to rush the villain down in two or three turns, but you need some luck!

Mulligan hard for Lightning Bolt. If you don't get it Blast of Wind is less good but serviceable. If you have Marrow, don't mulligan her!

Use your Setup ability to set the Weather to anything but Thunderstorm. Then after you flip to hero form use your Weather Control Action to swap to Thunderstorm for 2 free damage.

You'll mostly leave it there (but if you have Weather Goddess, Swap to another for its effect, then Swap back for another 2 damage).

Everything else in the deck is damage (from allies or events), ways to increase your damage and/or the damage of your allies, and Upgrades which make it easier to play your expensive events (i.e. Lightning Bolt).


The allies

All of the allies have Base 2 ATK or higher and will get +1 from Thunderstorm, and another if you have Boot Camp.

Marvel Boy, Wolverine and Piercing Strike are here to get rid of villain toughs (but you'll attack with Wolverine every turn regardless).

Grant Ward may betray you, but you'll get at least 1 "free" attack of 3 with him (maybe 4), and more attacks if you're lucky.

Marrow deals 2 damage when she enters, then attacks for 3 (or 4).

Three of the allies can take Attack Training. This deck was originally much more X-MEN focused, so I had three copies of it plus Game Time. I was also using Utopia but after cutting most of my X-MEN allies I cut most of that too.


Final Thoughts

You'll either get the 2/3-turn win or you won't, but you have to play assuming you will! This means:

  • Just take the villain attacks and use your allies for attacking, not chump blocking.
  • If you have to flip to Alter-Ego for recovery, swap to Clear Skies for the card draw AND Stalwart, then when you flip back up you can swap to Thunderstorm for the free damage again.
  • Don't play a building piece if you need the resources to deal damage
  • You'll win OR lose quickly, so shuffle up and play another game :)
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