Danger Room Training Pays Off

Card draw simulator

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Derived from
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riddlesworth · 15

My first deck to run through the core box on standard. Will start testing on Expert.

General Deck Overview

X-Men allies working as a team with the benefits of time in the Danger Room hit harder than the some of their parts. A deck built around the Uncanny X-Men team card, key tutors, Cyclopian tactics and a pinch of recursion.

Key Cards And Combos

Danger Room Training and Uncanny X-Men keep allies around longer, so I lean into that with some recursion from Pixie and Rapid Response - which, as a Tactic Upgrade, I can search for with Constant Training. Uncanny X-men is a card I would absolutely mulligan for because it just helps the economy so much - particularly when most of my allies are 2 and 3 cost.

Game Time is an obvious go to for big thwart or damage turns as I'll primarily be using it on allies with 3 minimum attack or thwart.

Honorary X-Men just smooths the economy out between Uncanny X-Men and Danger Room so you can take advantage of both buffs at the same time. Once you have both out, though, there's 3 "dead" resource cards in your deck to be aware of.

The X-Jet and Utopia are fairly standard X-Men supports. Utopia's value is less about the additional ally slot and more leveraging the additional health from Uncanny X-Men and Danger Room Training for more multiple ally turns.

Priority Target is the card I'll fish for most often with Constant Training and Phoenix, particularly when I have Ruby Quartz Visor out because turning Optic Blast into card draw for free is awesome.

Tactical Brillance allows you to grab Game Time and Rapid Response from the discard pile, so I don't worry about using them for resources if I don't need them right away.

Allies

Because I have a bit of recursion with Rapid Response, I've stuck with good "enters play" effects.

  • Beast's net cost is 1 when Uncanny X-Men is up, for a 2 attack, 2 thwart, 4 health ally.
  • Likewise Angel makes the cut without an enters play effect because he's a 1 cost ally with 2,1,4.
  • With Danger Room being key to bulking up the allies, Forge tutoring for it makes sense. Recurring him to dig out Utopia ain't a bad idea either.
  • I believe the sequencing for Mirage entering play, then Danger Room triggering, then Mirage's card text working is OK, so Stunning most villains is possible.

Bubble Cards

X-Mansion. The synergy with healing allies with Danger Room Training to do more work is obvious, and this deck needs to be comfortable flipping back to alter-ego form to get the training upgrades out. However, as an early draw it doesn't have a huge amount of value. Because Forge allows searching the discard pile, you can use X-Mansion as a resource and search for it later, but when I lay my hands on the other X-Men releases, Cerebro likely gets a run in this slot, particularly if the ally mix continues to contain Blindfold, Mirage and Phoenix. Alternatively, I will never say no to another Game Time

Other Ally Choices

As this deck is only built with allies from the Storm and Cyclops sets, some other Allies that have caught my eye that could slot in. First cuts from the deck would likely be Mirage and Angel but if I can live without Blindfold's enters play ability I may switch her up too. Colossus is just a solid body made cheap by Uncanny X-Men. Armor is a great cheap block from the toughness with follow up work thanks to training and team. Polaris and Iceman provide good effects. Wolverine breaks my rule of making mid cost characters cheap but he makes a great finisher once the upgrades are out and Game Time is in hand.

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