The Arsenal Magus

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
Wild Tutor - Adam Warlock 1108 911 277 1.0
Inspiration for
None yet

TheLLCandypopBud · 15

The Main Idea

Both Cloak and Yondu lack consequential dmg on at least one of their activations, so they can be kept at 1HP activating Righteous Purpose. Equip Yondu with Laser Blaster and Energy Spear to get him to 6 ATK with Overkill, Piercing and Ranged. Thwart with him once to get him to 1HP.

Chump block with Cloak once with Rapid Response in play to activate Righteous Purpose bringing him to 4 THW. A Net 3 THW each turn since we are forgoing Cloak in favor of stronger subsequent Summoning Spells into Nick. Better yet if you can put Pip in play on someone else board and keep him there for a bit.

These allies will be your offense as you defend for yourself or the table and full heal using Soul World whenever things get dicey.

Priority Supports and Upgrades: Both copies of Mystic Sense, Sorcerer Supreme, Karmic Staff, Soul World (before first deck out)

Mystic Spell Suite: Magic Attack, Zone of Silence, Shield Spell, Summoning Spell

While some of these might not be the most optimal or core to the strategy, I always like to include them in all Adam Warlock decks since it's the only time I get to use this suite.

Air Cover, Pinned Down, Caught in the Crossfire, Bring it

These are efficient cards for what they do, especially in multiplayer. Air Cover gives you recursion from the discard pile so you can use battle mage to discard these cards without worrying. It allows you to choose which color of card to recur for battle mage whenever a minion spawns in case you dont need the attachment effect. There are times where either Pinned Down or Caught in the Crossfire is exactly what your team needs to efficiently handle the board.

You can lean in to the flex role in multiplayer even more by swapping Bring it with Marked or Suppressing fire. Otherwise I see Bring it as a filtering card that can occasionally can pop off, especially if you neutralize one of your own minions with pinned down.

The rest of the cards are either efficient, cheap or situationally useful. Almost all of the setup cards are 2 cost so I tried to use 1c and 0c cards for the rest so you can still play another card and potentially battle mage during those turns, even with no other setup.

Taunt - convert hp and potentially a defense action after readying with Warlock Cape

Infiltration - efficient thwarting, and you can handle the minions with Yondu or Pinned Down or combo into Bring It.

Even the Odds - Can be invaluable in 3-4 player groups. If a good Justice tactic attachment is ever released I want to fold it into the Air Cover suite, even to flex between its effect or simply a yellow battle mage target. In single player, Befuddle may already be a good replacement for Even the Odds for the battle mage effect.

Think Fast - Cheap source of confuse

Innate Reflexes and Defensive Conditioning and the occasional chump blocker in Pip and Nick will keep you healthy enough to not have to recover outside of using Soul World.

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