Angel is part of an ensemble

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dkilkay · 194

I love Voltron decks. But you know what is more fun? Triple Voltron decks. This deck leverages that Psylocke, Fantomex and Cannonball is the only combination that allows for three self healing allies that all belong on the same team. (Okay, with Children of the Atom and Sidekick Magik can with Colossus, Legion and Fantomex. But that is more cumbersome.)

So in this case Angel takes a back seat in his own deck. Once fully set-up this deck has a minimum of 13 impact a turn from allies alone. But in solo, you usually will win before you get fully set-up.

The strategy is to get your allies or Call for Backup out early and have Angel focus on maintaining threat. Psylocke is limited at thwarting and Cannonball cannot be used every turn while you are building out. (But once you have your deck thinned it will be very rare to not have 2 aerial cards in your hand.) Fantomex has no problem thwarting but is expensive and thus the best target for Call for Backup.

Once your allies are out, then start upgrading them. Inspired is the most important place to start. Danger Room Training is better but requires Children of the Atom and you need to start upgrading the manage the game state as we are using events as resources to start. Sidearm is good to get on the board early too, for minion management. Sidekick is definitely the lowest priority, but still needed for using Side-by-Side when pushing, especially in multiplayer where the game will run longer.

For Supports Children of the Atom is the priority as it enables Danger Room Training. Uncanny X-Force is also a priority for the +1 thwart and ability to freely thwart side schemes. (Added bonus, if Fantomex thwarts a side scheme, E.V.A. can add an extra point of impact instead of healing.) Team Training and Soaring Acrobatics are luxury upgrades and deck thinners. Unless the scenario has lots of cards that force damage on allies.

The side schemes are largely there for deck thinning, play early if you can, or not if you can't. Call for Backup is a good one to get out early and clear early. Especially as a cost saving way to play Fantomex. Rally the Troops is a nice fail safe if damage is put on allies. New Recruits is a luxury that requires Children of the Atom. But in multiplayer it can be a really nice late game push card.

Once you have your Voltrons built, unfold your wings and Archangel will rain down hellfire with his team. This is where the deck really shines, the perpetual allies give it really nice consistency and control of the board state, but Archangel gives you the big late game push for 20+ damage every turn.

(It is worth noting that much of the play testing was done pre-Magneto so Children of the Atom, New Recruits and Danger Room were omitted, but those should only strengthen the team.)

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