Baby, It's Cold Outside

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
Tormenta de prepara con durezas 0 0 0 1.0

tdhtim · 103

This deck is all about utilizing Storm's Blizzard environment and Flash Freeze to the fullest. My impression so far is that it has a nice mix of damage mitigation, readies, and damage output that will allow it to fair well in most scenarios. The most satisfying combo that I've found in this deck is using Flash Freeze to cover multiple Taunts, but the deck has solid flexibility even if multiple Taunts in a row don't line up. Below are some tips and thoughts for running the deck. Hope you enjoy!

Early Game

With 7 cards relying on being aerial, getting Storm's Cape out is the top priority, and Superpower Training helps with that. Even if both cards are near the end of your deck, you'll still get through your deck fairly quickly with Taunt and the Clear Skies weather environment.

If you don't draw Superpower Training or Storm's Cape early, resource generation is the next priority. Deft Focus helps you play Storm's events, which are all great. Team-Building Exercise will help with paying for allies, The X-Jet, and aerial cards once you have the cape. If you did happen to get Storm's Cape on the table early, that opens up Storm's Crown as a target for Superpower Training. The X-Jet and Storm's Crown are important for powering What Doesn't Kill Me.

Weather Environments

Generally, I'm looking to change the weather environment every turn. Otherwise, you're leaving their special effects on the table, as well as a ready with Storm's Cape. I usually start with Thunderstorm in play because it has the effect I'm least likely to want on turn 1. If I started with Superpower Training in hand, I'm likely to play it, thwart for 1 with storm, and then switch to Hurricane to clear it, allowing me to put Storm's Cape into play. If I don't need threat, I may attack with Storm before switching from Thunderstorm to Blizzard for the villain phase.

Flash Freeze & Taunt

Taunt opens up your ability to use Flash Freeze in the player phase. Flash Freeze will mitigate a good amount of the damage from a villain attack without needing to defend, and if you happen to draw into another taunt, you can just keep reaping the benefit of Flash Freeze the rest of the phase. Combining this with the Blizzard environment and Height Advantage will decrease the villain's attack by 5, and Height Advantage will stick around until the beginning of the next player phase. Getting to use Flash Freeze in the player phase also makes it much more likely that you can benefit from Blizzard's special that blanks the text of a non-elite minion (allowing you to ignore their when-defeated effect). Jocasta potentially gets you an extra use of out of Flash Freeze and helps you pocket one for the right moment.

Other Damage Mitigation

With so many options for damage mitigation and healing, don't feel compelled to use Taunt only with Flash Freeze in hand. You could very well play Taunt without defending, use a basic power, ready and heal with What Doesn't Kill Me, use a basic power again, and change the weather to ready again for another basic power. There is also room in that sequence to defend for 3 with Storm's Cape and Soaring Acrobatics or mitigate the damage from the villain attack with just the Blizzard environment or Height Advantage if you are concerned about health.

This deck also has several tools to lessen the downside of going into the villain phase with the Thunderstorm environment. Height Advantage, while not the best card, essentially cancels out the +1 attack for enemies. Armor and Establish Perimeter also help soak the Thunderstorm-enhanced attacks with tough cards. With all of these options available, I have tended to just stay in hero form with this deck, though Professor X potentially gives you the opportunity to flip to alter-ego to make use of Ororo's Garden or get a bigger hand.

Going on the Offensive

When you are looking to deal damage, Storm has plenty of good options. The Thunderstorm environment helps boost your attack and can ping off tough cards with its special. Once you have even a little of your setup played, you are likely able to play two events. Lightning Bolt and Blast of Wind are great for damage. As noted above, Storm will often be able to ready two or three times in a round between her cape, Ever Vigilant, and What Doesn't Kill Me. Coupled with Thunderstorm and Soaring Acrobatics, her basic attack is also great. If you have Weather Goddess, you can even go into the player phase with Blizzard, switch to Thunderstorm for all of your readies and damage, and then use Weather Goddess to go back to Blizzard.

Potential Edits

I included Height Advantage mostly because it fits the theme, and I like finding uses for cards that don't see much play. That said, I think the deck would work fine without it, freeing up space for more allies, events that you like, or protection upgrades.

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