Josh Rykken [mailto:joshrykken2662@yahoo.com]
X-Men Deck Strategy and tips - Gambit

 

Hey ya'll,

 

    You know, you can have technical decks and you can have fun decks. I choose X-Men and will stick with them because I want both! The DC expansion really opened alot of doors for X-Men decks. I'll tell you who did it, Batman and Catwoman. I've tried a couple new X-Men techniques in local tournaments and have found a rather unique strength against Titan and Brotherhood decks. I wanted to do two things with this deck, I wanted drawing capability and extra hand control plus mew favorite characters. Here's how I ran it...

 

Characters

(1 drop)

Shadowcat x2

Dazzler x1

Longshot x2

 

(2 drop)

Nightcrawler x4

Cyclops Slim x1

Archanger x1

Bishop x1

 

(3 drop)

Wolverine x4   (DUH)

Psylocke x 3

 

(4 drop)

Gambit x1

Rogue x1

Catwoman x4

Black Cat x2

 

(5 drop)

Batman x4

 

(6 drop)

Rogue x2

Storm x2

 

(7 drop)

Wolverine x2

Juggernaut x1

 

(8 drop)

Apocalypse

 

(9 drop)

Onslaught x1

 

Very simple character mix. We all know X-men SUCK for 4 and 5 drop charact                ers. Gotham Knights fixed all that. Now, simple strategy at this point make the deck work. What I've looked at is how many X-Men characters are able to be placed on the field by myself at turn 4. Well, normally 4 with the way X-Men draws work out. Now I'm faced with a dilemna almost ZILCH on range and limited access to flight before turn 6.. All I have is Archangel. Well, with Catwomans you need flight to get to the back row. And you need Nightcrawler to absorb on of the support row characters for Catwomans breakthrough. Now, what can I use to help? Well, I decided first of all I should have enough draws to be able to score a team up or united by turn for so I looked at them. I put two Marvel Team ups in. I'm sorry, there's not really much reason to reinforce by turn 4 unless yer up against Brotherhood. So, here's a list of plot twists, locations, and equipment cards I included.

 

Relocation x1

Mega Blast x2

Burn Rubber x2

Ka-Boom x1

Combat Reflexes x4

From the Shadows x4

Flying Kick x2

Reconstruction Program x2

Overpowered x3 (One word: "Nightcrawler")

Foiled x1

Blind Sided x3 (For the hand control portion)

Airborne Assault x1 For that extra boost of flight)

Hidden Sureveillance (Imperative X-Men stays one step ahead)

Children of the Atom x2

Nasty Suprise x2

 

Locations

 

Base of Operations x2 (So nice for Longshot)

Danger Room x1

Professor Xaviers Mansion x1

 

Equipment

 

Unstable Molecules x1

Personal Force Field x1

 

Fearsome Five/Doom decks are the only decks I've had to fear up to this point. Because they limit powers and Plot Twist activation it can hurt in your 4 to 6 drop game. Brotherhood hates me tho. An example, last brotherhood deck I played against there was a 35 point difference by turn 6 with a win on 7. Low game to high game X-Men still has a few tricks. So, dust off that old X-Men deck hiding in your closet and let them out to play.

 

~Gambit

Lifetime VS Member