The Warlock's Guide to the Galaxy

Card draw simulator

Odds: 0% – 0% – 0% more
Derived from
None. Self-made deck here.
Inspiration for
Agent Warlock: Cosmic Cop 0 0 0 1.0
Pop It, Drop It, Adam warlock It! 0 0 0 1.0

House Sardel · 454


“A towel, [The Hitchhiker's Guide to the Galaxy] says, is about the most massively useful thing an interstellar hitchhiker can have. Partly it has great practical value. You can wrap it around you for warmth as you bound across the cold moons of Jaglan Beta; you can lie on it on the brilliant marble-sanded beaches of Santraginus V, inhaling the heady sea vapors; you can sleep under it beneath the stars which shine so redly on the desert world of Kakrafoon; use it to sail a miniraft down the slow heavy River Moth; wet it for use in hand-to-hand-combat; wrap it round your head to ward off noxious fumes or avoid the gaze of the Ravenous Bugblatter Beast of Traal (such a mind-boggingly stupid animal, it assumes that if you can't see it, it can't see you); you can wave your towel in emergencies as a distress signal, and of course dry yourself off with it if it still seems to be clean enough.” ― Douglas Adams

ALLIES: This deck is built to facilitate a constant flow of allies that rotate in-and-out by dropping from their own consequential damage rather than chumping for you. The Triskelion is an obvious placement here for us to really maximize ally spam; since they are only chump blocking in emergency cases, Boot Camp is going to get a lot of value. And mind you, it's the only 3-cost or higher card in the deck!

Clea and Starhawk are great recurring allies for attacking and thwarting, while we want to use Kaluu, Maria Hill, and Squirrel Girl for their solid ETBs and further threat removal/damage. Hulk and Pip the Troll are here for more survivability against minions or the occasional emergency chump. In this deck, Hulk is probably a bit too dangerous to attack with, but can occasionally find safe turns to smash things. Finally, Wiccan is great for three triggers of consistent thwart/damage.

DEFENSE: Next we focus on Warlock's defensive tools. His two copies of Cosmic Ward are great for slowing the villian's effects down; who doesn't love that? You have Hulk and Pip as mentioned for minion blocking and occasional chumps, but Warlock is your premier defender against villain attacks with a respectable 3 DEF via Armored Vest. Just as importantly, however, is Warlock's Cape; you want this bad boy as quickly as possible. His cape allow Warlock to defend, discard for "Battle Mage" on his next turn to ready, where he can get use out of Combat Training and Heroic Intuition. If this isn't already shiny enough, once you get his copies of Mystic Senses, suddenly you're discarding 1 for 2 every turn.

To further your defense, and add a touch more efficiency to the deck, I've opted to throw in all four of the new Celestial Entities: Eternity, In-Betweener, Living Tribunal, and The Gardener. Pay 2 and drop them out of your deck into the encounter deck. So, while they're gone, your deck is nicely thinned. Then, when drawn, you are getting one of two benefits. As an encounter card reveal, you get a nice effect and the card leaves the game! Permanent deck thinning and 1 less encounter card effect to worry about is pretty sweet! But, even if drawn as a boost, the lack of an effect and no boost icons means a lower THW or ATK coming your way and you can play it all over again. So it is either an effective thinning card or a defensive tool no matter how it is pulled. I like this value.

FINAL TOUCHES: Warlock is sporting three of the four new spell cards: Magic Attack, Shield Spell, and Zone of Silence. These are potent events that discard up to 5 cards from your deck with each use. Magic Attack helps throw out more damage, Silence for thwarting, and Shield for even more survival. This is further beneficial to your defense with Soul World in play. Every time you deck out, you can full heal on alter-ego. After you flip to hero on turn 1, use of Soul World is hopefully the only reason you'll ever need to return to alter-ego. Because of this, The Sorcerer Supreme is obviously beneficial; who doesn't love a 6 hand size on hero (effectively 7 with both Mystic Senses on the table).

Finally, I filled out the deck with all three standard twin resource cards to help pay for allies that is further assistance by Warlock's Karmic Staff. Deft Focus is last piece of the puzzle that can pay for Cosmic Awareness, Karmic Blast, and Mystic Senses.

CLOSING STATEMENT: This version of Adam Warlock should have a steady flow of threat removal and significant damage potential with massive survival and big turns from surprisingly robust draws. All-in-all, I think this deck brings a fun and extremely potent playstyle to the table that I hope all of you enjoy and feel inspired to play!

Please drop a like, constructive criticism, or share how "The Warlock's Guide to the Galaxy" plays for you! Cheers!


Sep 19, 2021 KennedyHawk · 16514

Thanks for posting this. I’ve needed inspiration for Adam so I’ll try this one out on stream!

Sep 19, 2021 House Sardel · 454

@KennedyHawkThank you so much! Let me know how the match goes!

Sep 20, 2021 House Sardel · 454

I heavily updated the deck tech to give everyone a more informative basis for the deck! Enjoy!

Sep 21, 2021 trowa060 · 17

Can he resolve battle mage in the villain phase? I thought players could only use Response and Interrupt abilities during the villain phase.

Sep 21, 2021 House Sardel · 454

@trowa060Yes, yes, you're correct. I goofed a bit. I was so distracted by the "limit once per phase" wording on "Battle Mage" that I didn't bother to remember when actions can trigger. In spite of this though, I believe the deck should still perform admirably.

Sep 21, 2021 trowa060 · 17

@House Sardelit's odd that they would word it that way. I guess if something in the future explicitly lets your take an action during the villain turn?

Sep 21, 2021 House Sardel · 454

@trowa060 Likely.