Ace Attorney: Phoenix Grey

Card draw simulator

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HeroicSkeleton · 5162

Court is now in session

Prosecution:

"Canceling a treachery is a potent effect. So why does Predictable Ploy not see a lot of play? Allow me a moment to ellucidate the source of its obscurity.

This card requires impeccable timing. Four conditions must be satisfied simultaneously for it to be successfully utilized. I now submit my evidence to the jury:

Exibit A: There must be a side scheme in the victory display

Exibit B: One must reveal a treachery

Exibit C: One must be in hero form at this time

Exibit D: One must draw the card after accounting for A-C

As is plainly evident to the court, this card is guilty of jank, and the metaphorical "juice" fails to be meet the qualifications of being "worth the squeeze". It is a bad card, otherwise players would use it. I rest my case."

Defendant:

"Argumentum ad popularum! The procecution is making an appeal to popularity, which has no bearing on the quality or power of the card itself!

Furthermore, jankiness does not equate to bad. Marvel Champions is a co-op game that can be played in a variety of ways, and even obscure or niche cards have a place, they just need to be properly build around. Allow me to present to the court one deck which can accomplish such a feat. Your Honor, I call Jean Grey to the witness stand."

Ace Attorney:Phoenix Grey

Phoenix is a prime suspect for heroes who would want treachery cancellation. Primarily, to cancel Shadow of the Past, as her nemesis set (Dark Phoenix and Consume the World) is imfamous for its brutality. This provides an additional incentive to the already existing benefits of canceling any nasty treacheries that are encountered regularly, such as Caught Off Guard, Advance, or Gang-Up.

In order to ensure that this card can be used with any constancy, lets go back to the evidence laid out by the prosecution:

Exibit A:

Phoenix is naturally pretty good at clearing side schemes, since she starts the game with 3 THW. You will want to flip to unleashed at some point, so be sure to take advantage of her thwarting early. Overwatch will help to clear side schemes while still keeping the main threat down. There are a few good options here for first side scheme in the victory display, and you will likely get that done on turn 1.

Going Undercover is an easy option in multiplayer, since the threat on it is always 4 at all player counts. The encounter deck manipulation adds to the control style of the deck, and can even set up a Predictable Ploy for next turn.

Generation X is another easy-to-clear scheme. In solo, Phoenix, Cyclops, Blindfold, Gambit, and Marvel Girl can all clear it in a single thwart, since X-Men get +1. But the issue is that Phoenix's events are bad early, before she goes unleashed. This card is actually better to save for late game to finish with double Telekinetic Attacks.

Build Support and Superpower Training are both great options too. We are really only looking for Team-Building Exercise and The X-Jet here for supports, but all of her upgrades are valuable for this deck (more on that later.)

Exibit B

This is the most annoying condition, since its the one that you can't control. Or can you? Blindfold, Gambit, and Going Undercover all allow you to look at the top few encounter cards and manipulate them in some way. This is better in solo or 2 player, as the first cards are going to be boost cards. You get to look past these to get to encounter cards that are actually revealed. At higher player counts, Intelligence becomes more effective, so I would consider replacing Gambit for another copy of Intelligence at 3-4 players. This card simply does encounter card manipulation better at higher player counts. The more players, the more encounter cards on the table to swap around, and the other ones I mentioned will only manipulate boost cards in a 4 player game. Intelligence also lets you look at all the cards before they are revealed, so you can cancel the very worst one rather then the choice of blindly playing it now or holding out for the next card revealed.

Note that Burning Hunger is an obligation, so you can't cancel it. But you can discard or turn it into a boost with encounter manipulation.

Exibit C

Predictable Ploy can only be played in hero form. So how do we ensure we arent in the wrong form at the wrong time. Just never flip down, duh! Yes yes, I know she only has 9 health, but Phoenix is far tankier than you might think. A lot of this comes in the form of her upgrades, namely Rise from the Ashes and Telekinetic Shield.

Her shield is a solid card, usually absorbing at least 2 villain attacks. Try to get it down to 1 or 2 away from breaking, and then tank a big hit. Even if it goes over 5, it will still absorb that entire last attack. Rise from the Ashes is pricey, but the value here is massive. Similarly, this would allow you to face tank any hit at low health, and then restore yourself back to 9 HP. This is my top pick for Superpower Training.

Mind Control and Mental Paralysis are good options for handling minions, as you dont want them around, slowly chipping away at your health. Its worth noting that you can also get Mind Control with Superpower Training. Do this if there's a big Sentinel type non-elite minion out.

Another layer of protection comes from Invisibility Gear, turning attacks into schemes. This can combo well with Psychic Manipulation too.

Finally, we have some healing in the form of Triage and Making an Entrance. Each heals 2, which adds up over time and should let you stay up all game.

Exibit D

Like Exibit B, drawing the event when you need it is not always within your control. But with 3 copies and keeping the deck on the smaller size, you increase the probability. You could hold it for next turn, which I don't generally recommend.

Closing Argument

Even without total control, you can still expect to cancel one or two treacheries per turn. Alongside all of the other encounter manipulation in this deck, your team will be grateful for the easy games.

When playing multiplayer, its common to give a "sales pitch" for your deck. I think that's important to do here. Even though this deck does some thwarting, it is NOT fit to solo thwart for 4 player games. This deck is control first, thwarting second! Just be sure one or two of your friends contribute to the threat management and everyone will have a good time!

I played this in a long 4 player game. Went unleased early and never saw Dark Phoenix. I even canceled Shadow of the Past when I drew into it.

This version is the middle ground between player counts. 3-4 may want to drop Making an Entrance, Gambit, and Under Surveillance for more copies of Skilled Investigator and Invisibility Gear.

To see my full side board of cards to put in at different player counts as well as other fun options, check out my post on MC4 here. I prefer this site to marvelcdb. It is more actively supported, has cool features like side boards, dark mode, and full card displays, and supports custom content if that's your jam.

1 comments

Jul 17, 2026 eroush · 2209

Can’t say I’ve ever I’ve played Predictable Ploy. Intrigued.