3/4/5 with 20 HP (or more!)

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
None yet

GhoooOOOooost · 1

EDIT: Nezumi kindly pointed out that you can only include one Starting card in a deck (oops). So remove two of the Innate cards and replace with two others - probably put in Ronin for the other +1 stat and I'm not sure what for the other yet. I think the deck still works, just not quite as good. I'm leaving the original text here for now.

This was a stupid idea that turned out to be a lot of fun.

Give Adam Warlock all of the +1 stat cards, then use Push Ahead to clear 10+ scheme or Go All Out to do 10+ damage. I thought it would take too long to set up and be pretty bad, but it wasn't. You still get to do a lot while you're building up so I wasn't slowing down the rest of the team. You're really flexible to fix whatever problem comes at you. And when you do get to pop off, it's better than I expected.

Turn 1: Only take 2 Innate cards - Innate Reflexes then either Innate Aggression or Innate Perception depending on which one you need. Draw 4, use 3 of them to play your Innate cards, keep 1 if it's an upgrade you want for next turn. Now you're up to 2/1/3 or 1/2/3.

Most important cards: Not surprising if you've played Adam Warlock, but it's his Mystic Senses and Warlock's Cape. With these you can exhaust to attack, thwart, or defend, then discard a card to draw 2 cards, ready, and possibly do something else. However, I often discarded an Adam Warlock card. No benefit on Battle Mage, but it still triggers Mystic Senses and Warlock's Cape.

After that, UPGRADES! The other Innate, the three Conditionings, and the other three +1 stat cards. Stand Alone allows you to defend for another hero regularly, then take a hit yourself. Because of the Conditionings and Soul World, I found that I could take most hits and be fine. Use Push Ahead if the threat gets scary.

THE BIG COMBO: After you get the 9 stat upgrades, The Sorcerer Supreme, Mystic Senses, and Warlock's Cape, get Go All Out. Bam, 13 damage. Then use Quantum Magic to grab it again. Use your Battle Mage ability to ready up (thanks, Warlock's Cape!). Go All Out again. If you're lucky or good, you might have R&D Facility out so your stats get up to 15 combined, +1 to each if you discarded a Leadership card for Battle Mage, or Morale Boost can give you +3 to start. So that's a minimum of 13 per Go All Out and a maximum of 21.

"But Mr. GhoooOOOooost, isn't this a stupid idea?" Yes. But it actually worked anyway, and it was a ton of fun. After going through the deck once and playing 1-3 upgrades every turn and discarding to draw more, Soul World is constantly ready, and getting the cards you need is surprisingly easy, and you do work the whole game. I really enjoyed it.

"What about Cosmic Awareness and Karmic Blast? Aren't they good?" Not in this deck. You have so few aspect cards in your deck that they aren't going to trigger. Discard them for Battle Mage. Cosmic Ward is good to play if you don't have something better to do. Pip the Troll is a wild resource since he would get in the way of Army of One and Stand Alone. Karmic Staff is obviously great, and really helps when you need the energy resource when you get to the Big Combo.

The other cards: , Army of One, Audacity, and Morale Boost aren't essential, but you need cards with the energy resource to make Go All Out usable. So if you replace them, don't lose the energy resources. Zone of Silence, Magic Attack, Spiritual Meditation, Leadership Training are all replaceable, but I liked them.

Finally, if you are feeling saucy, add in Symbiote Suit. That's another +1 to every stat and 10 HP.

1 comments

Sep 10, 2026 Nezumi · 302

Unfortunately you made the same mistake I made when I posted a similar deck. when deck building, you can only have 1 Starting card in the deck.

Nut yes, other than that, it is a lot of fun and worked a heck of a lot better than I thought it ever would.